The Herdstone

BEASTMEN GENERAL INFO

"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 favorite haunt and a deadly place for even a hardened warrior to venture."

       

CHOOSING A BEASTMAN ARMY FOR BATTLE

Choosing Characters:

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Army Value Maximum Characters Lords
less 2000 3 0
2000 - 2999 4 up to 1
3000 - 3999 6 up to 2
+1000 +2 max +1 max

Magic Items:
Characters may choose magic items from the common ones listed in the rulebook or the onces at the end of their army list.  Note that you cannot take magic items form other army lists.  Lords may have up to 100 points worth of magic items.  Other characters may have up to 50 points worth of magic items.

Choosing Troops:

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Army Value Core Special Rare
less 2000 2+ 0 - 3 0 - 1
2000 - 2999 3+ 0 - 4 0 - 2
3000 - 3999 4+ 0 - 5 0 - 3
+1000 +1 +1 +1

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, Beastigors.

Special Rules:
Beastmen wizards may use the Beasts, Shadow and Death lore of magic from the Warhammer rulebook.

Beastmen Magic Items:

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