RED ELF
BEASTMEN

Beastmen are mutated creatures, warped by the dark power of Chaos itself. They lurk in the marginal lands and in the dark forests. The Forest of Shadows in the Empire is a favourite haunt and a deadly place for even a hardened warrior to venture.

CHAMPIONS, MUSICIANS & STANDARD BEARERS

Any unit of Gors, Bestigors or Ungors (except skirmishers) in the army may upgrade a model to a Champion, musician or standard bearer for +10 points each. Any unit of Dragon Ogres or Minotaurs may upgrade a model to a Champion, musician or standard bearer for +15 points each. A Champion will have + 1A. A standard bearer from the following units may carry a magic banner worth up to 50 points: Gors, Bestigors.

SPECIAL RULES

The following special rule applies to the Chaos Beastmen army.

  • Beastmen wizards may use the Beasts, Shadow and Death lores of magic from the Warhammer rulebook.
LORDS
Profile
M
WS
BS
S
T
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I
A
Ld
Poins
Beastlord
4
7
3
4
5
3
6
4
9
100
Shaman Lord
4
4
3
4
4
3
3
1
8
180

Equipment: Hand weapon. A Shaman Lord may not have other equipment. A Beastlord may have an additional hand weapon (+6 pts), Great weapon (+6 pts), spear ( + 6 pts) or halberd (+6 pts). He may wear light armour ( + 3 pts) or heavy armour (+6 pts), and may carry a shield ( + 3 pts).

A Beastlord or Shaman Lord may ride in a chariot chosen as normal from the Special units section of the army list at the cost shown there- He will displace one of the crew.

Special rules: A Shaman Lord is a level 3 wizard. This may be increased to level 4 at a cost of +35 points.

HEROES
Profile
M
WS
BS
S
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A
Ld
Points
Chiftain
4
6
3
4
5
2
5
3
8
60
Shaman
4
4
3
3
4
2
3
1
7
75

Equipment: Hand weapon. A Shaman may not have other equipment A Chieftain may have an additional hand weapon (+4 pts), Great weapon (+4 pts), spear ( + 4 pts) or halberd (+4 pts). He may wear light armour ( + 2 pts) or heavy armour (+4 pts), and may carry a shield (+2 pts).

One Chieftain may be upgraded to a Battle Standard Bearer for + 25 points. He may carry any magic banner (no points limit), but if he does so he may take no other magic items. He may not be given any extra equipment except light or heavy armour. A Battle Standard Bearer may not be your army General.

A Beastman Chieftain or Shaman may ride in a chariot chosen as normal from the Special units section of the army list at the cost shown there. He will displace one of the crew.

Special rules: A Shaman is a level 1 wizard. This may be increased to level 2 at a cost of +35 points.

CORE UNITS GORS, UNGORS
Profile
M
WS
BS
S
T
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A
Ld
Points
Gor
4
4
3
3
4
1
3
1
7
5
Ungor
4
3
3
3
4
1
3
1
6
3

Unit Size: 10+

Equipment: Hand weapon. Gors may have halberd (+2 pts), Great weapon (+2 pts) or additional hand weapon (+2 pts). Gors may have light armour (+1 pt). Ungors may have spear (+2 pts). Any may have shield (+1 pt).

0-1 UNITS OF UNGOR SKIRMISHERS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Ung, Skirmisher
4
3
3
3
4
1
3
1
6
4

Unit Size: 5-15

Equipment: Hand weapon. Ungors may have shield (+1 pt). Special rules: Skirmish.

CHAOS HOUNDS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Chaos Hound
6
4
0
4
4
1
4
2
5
12

Unit Size: 5+

Equipment: None.

SPECIAL UNITS 0-1 UNITS OF HARPIES
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Harpy
4
3
0
4
4
1
2
1
6
22


Unit Size: 5-10

Equipment: None.

Special rules: Flying unit. They may never be led by characters and cannot usg the General's Leadership.

BEASTMAN CHARIOT
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Chariot
-
-
-
5
5
5
-
-
-
70
Gor
-
4
3
3
-
-
3
1
7
Tuskgor
7
3
-
4
-
2
1
-
-

Unit Size: 1 chariot with 2 Gor crew, pulled by 2 Tuskgors.

Equipment: The chariot has an armour save of 4+. The crew have hand weapons and Great weapons. May have scythed wheels (+15 pts).

0-1 UNITS OF BESTIGORS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Bestigor
4
5
3
4
4
1
3
1
7
11

Unit Size: 10+

Equipment: Hand weapon, halberd and heavy armour. May have shield (+1 pt).

RARE UNITS MINOTAURS
Profile
M
WS
BS
S
T
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Ld
Points
Minotaur
6
4
3
4
4
3
4
3
9
45

Unit Size: 3+

Equipment: Hand weapon. May have Great weapon (+6 pts) or additional hand weapon (+6 pts). May have light armour (+3 pts).

Special rules: Cause fear.

DRAGON OGRES
Profile
M
WS
BS
S
T
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A
Ld
Points
Dragon Ogre
6
4
0
5
5
4
2
3
8
75

Unit Size: 3+

Equipment: Hand weapon. May have additional hand weapon (+6 pts) or Great weapon (+6 pts). May have light armour (+3 pts)

Special rules: Cause fear. Scaly skin gives an armour save of 5 + which may be combined with light armour for a 4+ armour save.

CHAOS TROLLS
Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Chaos Troll
6
3
1
5
4
3
1
3
4
50

Unit Size: 3+

Equipment: Trolls often fight with a large club (hand weapon), though they don't really need one.

Special rules: Regenerate, cause fear. Instead of their normal attacks, Trolls of all types may vomit once on a single enemy model in base-to-base contact. Troll vomit is S5, always hits, and allows no armour save.

MAGIC ITEMS

You may choose magic items for your characters and units from the following list and/or the common magic items in the rulebook.

Scimitar of Skultar (magic weapon):
Attacks with this weapon are counted as being with the killing blow special ability.
50 pts.

Great Fang (magic weapon):
No armour save.
50 pts.

Axes of Khorgor (magic weapons):
A set of two axes. Bearer has an extra attack and may re-roll dice that fail to hit.
75 pts.

Black Maul (magic weapon):
+2S.
40 pts.

Armour of Bones (magic armour):
Gives the wearer a 2 + armour save which cannot be increased by any means. Shaman may wear it and still cast spells.
30 pts.

Iron Collar (talisman):
Ignore first Wound suffered during the battle.
50 pts.

Heart of Chaos (enchanted item):
Bearer subject to frenzy.
25 pts.

Scythes of Chaos (enchanted item):
A chariot which the character rides causes D6+2 impact hits in total.
25 pts.

Shaman Staff (arcane item):
+1 to the casting roll for each spell.
50 pts.

Beast Banner (magic banner):
+1A to all models in the unit (including characters) when the unit charges.
50 pts.