Tuesday, March 27, 2012

Chaos Beastmen

Ok I changed this one a bit - I got rid of the Centigor - which I have been chatting with someone who asked why - it was purely for Blance purposes as Beastmen are crazy tough without him - If you absolutely need him work him in a Henchman choice, like in the original, but he should count as 2 Warrior slots (similarly to the Minotaur). Use the "Gor" Max Statline (except for movement obviously where he can retain his own). Perhaps in a bit I will be able to edit this later and include him.
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Beastman Raider Warband List
As proposed by Richard Buckner III


CHOICE OF WARRIORS
The Beastman warband must include at least 3 models.  You have 500 gold crowns with which to form your warband.  The maximum number of warriors in the warband is 15.



HEROES

Wargor: Your warband must include 1 Wargor.  No more, no less.

Bray-Shaman: Your warband may include up to 1 Bray-Shaman, which replaces one Bestigor.

Bestigors: Your warband may include up to 3 Bestigors, one of which may be replaced
                   by a Bray-Shaman.



HENCHMEN

Gors: Your warband may include up to 5 Gors.

Ungors: Your warband may include any number of Ungors.

Warhounds of Chaos: Your warband may include up to 4 Warhounds of Chaos.

Minotaur: Your warband may include up to 1 Minotaur.



STARTING EXPERIENCE

A Wargor starts with 20 experience.

Bray-Shaman start with 12 experience.

Bestigors start with 8 experience.

Henchmen start with 0 experience.

BEASTMAN SKILL TABLE

Beastman Skill Table


Combat
Shooting
Academic
Strength
Speed
Special
Wargor
X


X

X
Shaman



X

X
Bestigor
X


X

X





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BEASTMAN EQUIPMENT LISTS

The following lists are used by Beastman warband to pick their equipment.



BEASTMAN EQUIPMENT LIST

Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Club………………………………..            3 gc
Axe………………………………..            5 gc
Hammer…………………………...            5 gc
Mace………………………………            5 gc
Sword……………………………..            10 gc
Short Sword………………………..            5 gc
Halberd……………………………            10 gc
Double-handed Weapon…………..            15 gc
Bray Staff*…………………………            25 gc

Missile Weapons


Throwing Spear……………………            15 gc

Armour


Light Armour……………………...            10 gc
Heavy Armour…………………….            20 gc
Shield……………………………...            5 gc
Helmet…....……………………….            5 gc




UNGORS EQUIPMENT LIST


Hand-to-hand Combat Weapons

Dagger…………………….1st free/            2 gc
Club………………………………..            3 gc
Short Sword………………………..            5 gc
Axe………………………………...            5 gc
Spear………………………………            10 gc

Missile Weapons


Short Bow............................................      5gc

Armour


Shield……………………………...            5 gc


*Bray-Shaman Only


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Bray Staff                                                                                    Rare 8*/Cost 25 + 2D6 gc

            As a crude badge of office, Bray-Shamans often carry a heavy staff hung with bones, shells and skulls, with pieces of bone embedded along its length.  These massive weapons can be very powerful in combat but also allow the Bray-Shaman protection when attacked.

Range: Close Combat;  Strength: See Special Rules;  Special Rules: Two Handed, Wield Defensively

SPECIAL RULES
Two handed: A model armed with a Bray Staff may not carry a shield, buckler or additional weapon.

Wield Defensively: The Bray Staff can be used one of two ways during combat, which is chosen at the beginning of each close combat round.  Used offensively it acts as a great weapon (+2 Strength, strike last except on the turn you charge).  Used defensively it does not add to strength but instead adds 2 to armour save (5+ with no other armour bonuses) that can add to other armour as normal.  A Bray-Shaman using a Bray Staff can still cast spells as the Bray Staff is not armour.


Throwing Spears                                                                                                Common/Cost 15 gc


Range: 8”;  Strength: As User;  Special Rules: Thrown Weapon

SPECIAL RULES

Thrown Weapon: A throwing spear is a thrown weapon and so does not receive a –1 penalty for moving and shooting.



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BEASTMAN SPECIAL RULES

All Beastmen are subject to the following rules.

Marks of Chaos: When the Wargor is purchased he has the Mark of Chaos Undivided, which allows him to re-roll all failed Leadership Checks (not Rout Tests).  The Wargor may immediately exchange this for the Mark of Tzeentch, Khorne, Nurgle or Slaanesh, gaining those benefits instead.  If the Warband Leader has a Mark other than Chaos Undivided other warriors that receive a Mark of Chaos may also only take the same Mark.  However, if the Leader has the Mark of Chaos Undivided, other warriors in the warband may choose any Mark, and even different Marks, when they gain the appropriate skill.

Mark of Chaos Undivided: The Warrior can re-roll all failed Leadership tests (not Rout Checks).

Mark of Tzeentch: The Warrior is a Wizard and follows the rules for a Wizard.  He may immediately gain 1 spell from the Tzeentch spell list in the normal way.

Mark of Khorne: The model is subject to frenzy and has a save vs. magic of 4+ on a D6.

Mark of Nurgle: The model causes fear has +1 Wound and his attacks are made as though he is using Black Lotus (including the Throwing Spear).

Mark of Slaanesh: The model is immune to Psychology, attacks in Initiative order when charged and, if on the Leader may re-roll the first failed Rout Test.

 

Distasteful Company: Most Hired Swords won’t work for Beastmen, as they know they are just as likely to fight with them as along side them.  Beastmen may only hire Ogres and Bounty Hunters as Hired Swords.
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BEASTMAN RACIAL MAXIMUMS



 

M
WS
BS
S
T
W
I
A
Ld
Gor
5
6
3
5
5
3
5
4
9

 

M
WS
BS
S
T
W
I
A
Ld
Minotaur
6
6
3
6
5
5
5
5
8


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Heroes


1 Wargor


90 gold crowns to hire
            A Wargor is the strongest , most brutal warrior of his tribe.  At times of war he and other Wargors join forces to form massive armies, but they must fend for themselves the rest of the time.  Only through the Wargor’s cunning and ferocity does the tribe survive to fight against the enemies of the Dark Gods.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
5
3
4
4
2
4
2
7
           
            Weapons and armour: The Wargor may be equipped from the Beastman equipment list.

SPECIAL RULES

Leader: The Wargor is the Warband’s Leader and follows all the rules for Leaders.

Mark of Chaos: The Wargor may choose to trade the Mark of Chaos Undivided for a Mark of Tzeentch, Khorne, Nurgle or Slaanesh (see Special Rules for Marks).

Captain’s Share: Wargor lives in relative luxury compared to most when traveling.  His tent is large enough to plan assaults and his cut of the food and spoils is more that a common warrior.  He therefore counts as two warriors when determining the maximum number allowed in the warband.

Skilled Veteran: The Wargor may choose one skill from those on his table.
           

0 – 3 Bestigors


45 gold crowns to hire
            The toughest and strongest warriors in beastman society band together to fight in large units during times of war.  These warriors are known as Bestigor and are privy to the best equipment and weapons that the Beastmen scavenge from dead enemies as well as each other.  When not at war these Bestigors use their strength during raids of human colonies and cities.  These fierce warriors may even be granted the notice of the Dark Gods, these favored warriors are marked by their dark masters, and wear these sacred marking of badges of their fighting prowess.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
3
4
4
1
3
1
7
           
            Weapons and armour: Bestigors may be equipped from the Beastman equipment list.

 

SPECIAL RULES

            Bray-Shaman: If the Wargor has a Mark of Chaos Undivided, Nurgle or Slaanesh then a single Bestigor may instead be purchased as a Bray-Shaman of the same Mark (see below).

            Bray-Shamans do not study magic, as do Wizards of other races, they are born able to manipulate the winds of magic. Even the most powerful Wargors know better than to cross them for they alone can weave the powerful winds of magic.

Profile

M
WS
BS
S
T
W
I
A
Ld

5
4
3
3
4
1
4
1
6
           
            Weapons and armour: Bray-Shaman may be equipped from the Beastman equipment list, but an Bray-Shaman may never wear armour.

SPECIAL RULES

            SPECIAL RULES

             Wizard: A Bray-Shaman is a Wizard.  He may choose his spells from the list of the appropriate Mark (Undivided uses Chaos Magic from the Mordheim Rulebook).
           
            Mark of Chaos: When purchased the Shaman must have the same mark as the Wargor.  A Bray-Shaman may never have the Mark of Tzeentch or Khorne.

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Henchmen


0-5 Gors

40 gold crowns to hire
Gors are the stronger of the two main groups of Beastmen.  They are vicious and powerful fighters as that is their way of life.  They are taught to fight for survival from the day they join the herd, in fact they must take by force anything they need, for it will not be shared willingly.  The strongest have the best weapons and the weakest die at a young age.

Profile

M
WS
BS
S
T
W
I
A
Ld

4
4
3
3
4
1
3
1
6

Weapons and armour: Gors may have equipment from the Beastman Equipment list.

SPECIAL RULES

Two Weapon Style: Fighting is part of Beastman life, and they learn early to use weapons in both hands and therefore have the skill “Two Weapon Style”.


Ungors

20 gold crowns to hire
Ungors are not as strong, tough or intelligent as their Gor cousins.  They must fight amongst themselves for the scraps of food, clean water and other essentials. They are angry and spiteful of this so are ready to thrust pain and suffering on others for the pain forced on them by the Gors

Profile

M
WS
BS
S
T
W
I
A
Ld

5
3
3
3
3
1
3
1
5

Weapons and armour: Ungors may have equipment from the Ungors Equipment list.

SPECIAL RULES

            Runts:  Ungors may gain experience, but if they roll “Lad’s got talent”, one is immediately killed by their Beastman masters (they don’t tolerate their lesser getting uppity).


0 – 4 Warhounds of Chaos

25 gold crowns to hire
Beastmen raise and train the deadly Warhounds of Chaos for hunting and sport.  They have been changed by the warping affects of chaos that wracks the lands to the north, making them ferocious beast that are more than the dogs or even wolves that they have been bred from.

Profile

M
WS
BS
S
T
W
I
A
Ld

7
4
0
3
3
1
3
1
5

Weapons and armour: None.  Warhounds of Chaos never use items or equipment.

SPECIAL RULES

Animals: Warhounds are animals and so cannot carry anything (such as wyrdstone, treasure etc.).  Furthermore Warhounds of Chaos do not gain experience

Live in Kennels: Warhounds do not eat as much food or take up as much space as other warriors.  A warhound therefore only counts as ½ a warrior when determining the maximum allowed in the warband.

Slavering Charge: Warhounds strike swiftly and viciously.  Warhounds get +1 attack during the turn they charge.

0 – 1 Minotaur

200 gold crowns to hire
Minotaurs are massive bull-headed monsters.  They are over twice the height of a man and of far greater bulk.  Though not as intelligent as many other creatures they are, many times, just as ambitious.  The largest and most intelligent are revered in Beastmen society.  These monsters, called Doombulls, take it upon themselves to lead tribes of their own.  Many Beastmen will employ the aid of a Minotaur for their raids on their enemies, but they must be careful that he does not have ambitions to lead himself.

Profile

M
WS
BS
S
T
W
I
A
Ld

6
4
3
4
4
3
4
3
7

Weapons and armour: None.  Minotaurs never use items or equipment.

SPECIAL RULES

Fear: Minotaurs are frightening monsters and therefore cause fear.

            Large: Minotaurs are huge monstrous creatures and therefore count as large.

Feral: A Minotaur is slow to learn so gains experience at half the normal rate but can get “Lads got Talent” and becomes a Hero as per normal.

Monstrous: The Minotaur has thick fur and a tough hide and can survive damage that would kill a lesser creature.  When rolling for injury on the henchman chart only a roll of 1 will kill him, on roll of 2-6 he sustains no injuries.  If a hero he rolls on the hero’s injury table as normal.  In addition the Minotaur counts as 2 warriors when determining the maximum number allowed in the warband.

Doombull: If the Minotaur ever gains a Leadership value of more than the current leader he kills him and takes over the warband.  If this happens he is bestowed with the same Mark of Chaos that the old Leader had. If this happens and the Minotaur has not already done so, he counts as having rolled “Lads got Talent” also.
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BEASTMAN SPECIAL SKILLS


            Manhunter:  The Beastman is has fought the forces of man on several occasions and he feels jealousy for what he could have been, which he takes out on his enemy.  The warrior has hatred of all human models.

            Mark of Chaos:  The Warrior wears the symbol of a god and has gained favor for it.  The warrior may choose to take the Mark of Tzeentch, Khorne, Nurgle, Slaanesh or Chaos Undivided.  A warrior can only have a single mark and can never change it (see special rules for Marks of Chaos).  If the Leader has a Mark other than Chaos Undivided, any hero gaining this skill must gain the same Mark.

Mutation: The Hero is blessed by the Chaos Gods and gains one mutation at random.  A Hero with 1-2 mutations counts as only a single member of your warband.  If a Hero has 3+ mutations he counts as 2 warriors toward the maximum allowed (this is different for the Possessed, see his rules above). 
When rolling for mutations, re-roll ONLY if you roll a Tentacle or Great Claw and do not have enough arms to support them.  The Dark gods are sometimes fickle, as such, do NOT re-roll if you get a mutation you already have (hideous, cloven hoofs, spines, etc.), the model just gains no additional benefit.


Roll 2D6:
2            Colorful Skin: the warrior’s skin changes to a bright rainbow color (no effect in the game).

            3            Daemon Soul: see opposite page for details.

4            Hideous: see opposite page for details.

5            Cloven Hoofs: see opposite page for details.

6            Tentacle: see opposite page for details.

7            Extra Arm: see opposite page for details.


8            Spines: see opposite page for details.

9            Scorpion Tail: see opposite page for details.

10            Blackblood: see opposite page for details.


11            Great Claw: see opposite page for details.

12            Choose: Either roll twice more on this chart OR choose any one mutation.



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TZEENTCH MAGIC


Unlike other magics, Tzeentch magic has 7 spells instead of 6.  The only way to get spell number 0 is to roll a spell the hero already has and choose to change it to Red Fire.

0            Red Fire of Alteration                                                                                    Difficulty 7

            The Wizard Fires a Bolt of bright red flame at the closest enemy model within 18”.  The bolt causes D3 hits at Strength D6.

1            Orange Fire of Transition                                                                        Difficulty 6

            Orange flames spring up from the Sorcerer’s feet and give him a glimpse of the future.  The Sorcerer may re-roll all failed dice rolls.  This spell lasts until the beginning of his next turn.

2            Yellow Fire of Transformation                                                                        Difficulty 7
            Yellow flames appear and surround the Sorcerer blocking enemy attacks.  The Sorcerer has a 3+ magical save against all incoming attacks that is not reduced by strength. This spell lasts until the beginning of his next turn 
           
3            Green Fire of Mutation                                                                                    Difficulty 8
            Target one enemy model within 12”.  The target must make a leadership test against their base leadership (cannot use the Leaders).  If he fails, his eyes glow with green flame, he immediately charges the closest friendly model and attacks him, your opponent may choose not to attack the friendly model back, but can if he wishes. If the model is armed with a ranged weapon he will shoot instead.  After the attack, the model reverts to normal (if he survives).  Models immune to Psychology cannot be affected.

4            Blue Fire of Metamorphosis                                                                        Difficulty 9
            Target the closest enemy model within 6”.  The target suffers D6 hits at strength D6+1.

5            Indigo Fire of Change                                                                                    Difficulty 9
            Target one enemy henchman within 12”, the target suffers a single Strength 2 hit with no armour save.  If Wounded the warrior is torn by flame and from his chest bursts a Horror of Tzeentch.  The model does not roll for injury and is considered dead.  Replace the model with a Horror of Tzeentch, the Chaos warband can add it to their roster unless they already have 3 daemons, in which case the Horror disappears after the game.  This spell may only be successfully cast once per game.

6            Violet Fire of Tzeentch                                                                                    Difficulty 8
            Target one model within 6”, they are enveloped by flames that appear at his feet.  The model must pass a toughness test or immediately roll on the injury chart.

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NURGLE MAGIC


1            Magnificent Buboes                                                                                    Difficulty 8

            Target the closest enemy within 18”, the target must pass a Toughness test or suffer 1 Wound with no armour save.

2            Favored Poxes                                                                                                Difficulty 7
            Target one enemy model within 18” the target reduces his WS, BS, S and Ld by –1.  The effect lasts until the beginning of your next turn.
           
3            Effulgent Boils                                                                                                Difficulty 7
            Target one enemy model within 12”.  The target suffers D3 S4 hits with no armour save.

4            Glistening Scabs                                                                                                Difficulty 9
            Target 1 model within 12” of the Sorcerer, the model suffers a –1 T for the remainder of the game, no model may be affected by this more than once per game.

5            Glorious Afflictions                                                                                    Difficulty 7
            Target 1 model within 18”, the model is wracked with pain and reduces his movement by half, if he is riding a mount the mounts movement is reduced as well.  This spell lasts until the beginning of your next turn.

6            Sumptuous Pestilence                                                                                    Difficulty 9
            Target 1 enemy within 12”, the model must make a Toughness test now and at the beginning of each of that player’s turns or suffer a wound with no armour saves allowed.  Once cast this spell lasts until the end of the game.  This spell may only be successfully cast once per game.

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SLAANESH MAGIC


1            Blissful Throes                                                                                                Difficulty 6

            A long whip of pure chaos energy lashes at the closest enemy model within 12”.  The model is wracked with pain causing D3 Strength D6 hits.

2            Luxurious Torment                                                                                    Difficulty 7
            Target one model within 18” (friend or foe).  The target is engulfed by a wave of hysteria.  The target gains frenzy, even if normally immune to psychology, but the he must make a toughness test or suffer a single strength 3 hit with no armour saves.
           
3            Titillating Delusions                                                                                    Difficulty 8
            Choose 1 enemy model within 24” that is not engages in Close Combat.  Choose a spot within the targets line of sight, they must make a leadership test off their base leadership (cannot use Leaders).  If failed they must move as quickly as possible to the spot indicated.  They must test every turn, however once they reach the spot the spell automatically ends.  Only one model may be affected at a time, does not affect models immune to psychology.

4            Delectable Torture                                                                                    Difficulty 8
            Target one enemy model within 12”.  The target must make a leadership test against their base leadership (cannot use the Leaders).  If he fails, he immediately charges the closest friendly model and attacks him, your opponent may choose not to attack the friendly model back, but can if he wishes. If the model is armed with a ranged weapon he will shoot instead.  After the attack, the model reverts to normal (if he survives).  Models immune to Psychology cannot be affected.

5            Enrapturing Spasms                                                                                    Difficulty 8
            Target a single enemy within 18”, their body is wracked by uncontrollable spasms.  The target is knocked down (but cannot use the jump up skill).

6            Delicious Excruciation                                                                                    Difficulty 8
            All friendly models within 8” are immune to Fear and All Alone Tests.  In addition the warband gains a +1 to any Rout tests they have to make.
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3 comments:

  1. First up: loving all your work.
    Played our first 3 games last night. Picked up a lot of balance issues right off the bat. Your errata solves a lot.

    Question re: beastmen - you listed throwing spear first as 25gc, then second as a poison javelin for 10gc.
    Clarify?

    ReplyDelete
  2. Lost centigor - fair enough, he was FAST. replace with another bestigor for 5 total heroes, or just roll with 4?

    ReplyDelete
  3. Greetings Jabe,

    First off, thank you for the kind words.

    Ok, I have officially fixed the Spear issue, I decided to go with 15gc and got rid of automatic poison (but of course you can still buy some for it if you want!) - in fact I really only gave them a Throwing Spear as an homage to Warhammer Quest in which the Beastmen always throw a spear at you when they are first placed on the board - haha.

    Obviously I used previously written Warbands as "templates" when I was writing new ones, obviously I didn't check my work on this one, thanks for pointing it out.

    Additionally I added "Short Bow" to the Ungor's equipment choice. For a short time there in Warhammer Fantasy they were combining units of Gors and Ungors and so neither could take ranged weapons (6th edition I think) and this was originally written out then, now that they have gone back I think the little buggers need their bows back.

    As for the Centigor - IF you use him, he should be a henchmen, the Beastman Warband is SUPER tough - as their max stats and chaos rules make them, well, BEASTLY! Starting with only 4 heroes is a small price to pay in the end.

    ReplyDelete