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. 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. The following special rule applies to the Chaos Beastmen army.
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.
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.
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).
Unit Size: 5-15 Equipment: Hand weapon. Ungors may have shield (+1 pt). Special rules: Skirmish.
Unit Size: 5+ Equipment: None.
Equipment: None. Special rules: Flying unit. They may never be led by characters and cannot usg the General's Leadership.
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).
Unit Size: 10+ Equipment: Hand weapon, halberd and heavy armour. May have shield (+1 pt).
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.
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.
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. 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): Great Fang (magic weapon): Axes of Khorgor (magic weapons): Black Maul (magic weapon): Armour of Bones (magic armour): Iron Collar (talisman): Heart of Chaos (enchanted item): Scythes of Chaos (enchanted item): Shaman Staff (arcane item): Beast Banner (magic banner): |