In the Old World the mutational properties
of Chaos are poorly documented but clearly
evident. Some mutants are altered in strange
and often unique ways, but other aspects
of Chaos Mutation seem to be more degenerative
in nature. Rather than taking the form of
strange appendages and bizarre abilities,
the most prevalent form of mutation seems
to manifest as a degredation of sentient
beings to more bestial forms. Tho the individual
appearances of such mutants vary, they all
share common characteristics; these degenerated
mutant creatures are refered to collectively
as Beastmen. Whether the mutational properties
of the wyrdstone created them or else the
chaotic emanations of it attracted them,
Beastmen are very common inside the walls
of the Damned City and parties of the foul
creatures are often encountered by those
who seek profit and glory in Mordheim. The
following list details characteristics and
compositions for Chaos Beastman warbands
usable in the Mordheim setting. These rules
are arbitrary but reflect an attempt to
make an enjoyable and playable force while
maintaining game balance with the existing
system.
Starting Funds
The warband starts with 500 gc to spend
as it wishes following unit numbers and
weapons restrictions.
Choice of Warriors
A Chaos Beastman band must include a
minimum of 3 models, and can have a maximum
of 12 models including 5 Heros and 1 leader.
A starting warband must be lead by a Chaos
Beastman Chief, but should he be killed
they may not acquire another; one of the
warriors of the band will step forth from
amongst the members of the band and become
the Leader.
Becoming the Leader
Should the Chaos Beastman Chief die the
surviving Hero with the highest Leadership
will assume the mantle of his predecessor.
This model gains the Leader ability but
undergoes no other addition or change.
Exploration
As normal.
Hirelings and Dramatis Personae
The following Hired Swords will work for a Beastman warband:
None of the standard hirelings will work
for the Chaos Beastman warband. Of the Dramatis
Personae listed in the Mordheim rulebook,
none of them will work with any Chaos warband.
Other added hirelings and Dramatis Personae
will have to be adjudicated on a case by
case basis but as a general rule Dwarves,
Elves, and any religion-oriented characters
will not have anything to do with Chaos-tainted
warbands.
Heroes
Chief |
The Warband must be lead by a Chaos Beastman
Chief when starting |
Shaman |
The Warband may have up to 1 Shaman |
Bestigor |
The Warband may include up to 2 Bestigors |
Henchmen
Minotaur |
The Warband may include up to 1 Minotaur |
Harpies |
The Warband may include up to 2 Harpies |
Tuskgor |
The Warband may include up to 5 Tuskgor |
Gor |
The Warband may have up to 5 Gor |
Ungor |
The Warband may include any number of
Ungor up to the warbands max size. |
Hounds |
The Warband may up to 5 Chaos Hounds. |
Equipment
Chaos Beastman Warband Equipment
List |
Item |
Cost |
Hand to Hand Weapons |
Dagger (first free) |
2 |
Hammers, Maces, Clubs |
3 |
Whip |
5 |
Battleaxe |
5 |
Sword |
10 |
Spear |
10 |
Halberd |
10 |
Flail |
15 |
Morning Star |
15 |
Double Handed Weapon |
15 |
Armor |
Shield or Buckler |
5 |
Helmet |
10 |
Light Armor |
20 |
Heavy Armor |
50 |
Special Equipment
Whip |
Cost |
Some Beastmen carry Whips, which allow
them to Strike foes up to 4" away in
the HtH phase as if they were base to base
with them. If they are already in base to
base contact with an enemy then they can
only use the Whip on a model engaged in
the immediate conflict. Roll to hit as normal,
Users Strength -1, Cannot be Parried. |
5 gc |
Rare Goods
The Beastmen cant move around easily
outside the city walls or trade effectively
as they are evil creatures of Chaos. However
there are always merchants that care only
for the color of the coin and not the nature
of the hand that bears it, so the Beastmen
can still get some things irregularly. Therefore,
only 1 Hero may be sent to look for Rare
Goods after a battle and all difficulties
are at +2. Therefore, anything with a rarity
of 11 or 12 is unatainable to any except
a Shaman with Streetwise or by the use of
items that give Rare Goods roll modifiers.
Starting Experience
Experience and Skills |
Hero |
Skill Categories |
Starting XP |
Chief |
Combat, Strength, Speed |
20 |
Shaman |
Academic, Strength |
8 |
Bestigor |
Strength, Combat |
8 |
Heroes
Type |
Number |
Cost |
Chaos Beastman Chief |
1 |
90 |
The Chaos Beastman Chief is the strongest
of all the warriors in the band, and rules
by might and fear. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
5 |
4 |
4 |
4 |
2 |
4 |
2 |
8 |
As Armor |
Weapons and Armor: The
Chaos Beastman Chief may be equipped as
desired from the Chaos Beastman Warband
Equipment List |
Special Ability:
Leader. All warriors in the
band within 6" of the Chaos Beastman
Chief may use his Leadership value
for Leadership tests. |
Bestigor Max Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Bestigor |
4 |
7 |
6 |
4 |
5 |
4 |
6 |
4 |
9 |
Type |
Number |
Cost |
Chaos Beastman Shaman |
1 |
80 |
The Chaos Beastman Shaman calls on the
power of Chaos to wreak havoc upon the unbelievers. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
4 |
3 |
3 |
5 |
2 |
4 |
1 |
7 |
As Armor |
Weapons and Armor: The
Chaos Beastman Shaman may be equipped as
desired from the Chaos Beastman Warband
Equipment List excluding Armor. |
Special Ability:
Magic User. The Shaman generates
a single Spell from the Chaos Rituals list
randomly. If he gains a skill then he may
randomly choose a new Ritual rather than
a skill. |
Shaman Max Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Shaman |
4 |
4 |
3 |
4 |
5 |
5 |
6 |
3 |
8 |
Type |
Number |
Cost |
Bestigor |
0-2 |
65 |
Chaos Bestigor are particularly dangerous
specimens of Beastmen. Large, brutish creatures
with the heads of beasts and the bodies
of hairy men.
|
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
5 |
3 |
4 |
4 |
2 |
3 |
1 |
7 |
As Armor |
Weapons and Armor: Chaos
Bestigor may be equipped as desired from
the Chaos Beastman Warband Equipment List |
Bestigor Max Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Bestigor |
4 |
7 |
6 |
4 |
5 |
4 |
6 |
4 |
9 |
Henchmen
Type |
Number |
Cost |
Gor |
0-5 |
45 |
Gors form the core of any Beastman force,
and often rise to great prominence among
the band. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
4 |
3 |
3 |
4 |
2 |
3 |
1 |
7 |
As Armor |
Weapons and Armor: the
Chaos Gor may be equipped as desired from
the Chaos Beastman Warband Equipment List |
Gor Max Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Gor |
4 |
7 |
6 |
4 |
5 |
4 |
6 |
4 |
9 |
Type |
Number |
Cost |
Ungor |
0-11 |
25 |
Ungors form the rank and file of a Beastman
force, but are weaker than their larger
brethren. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
3 |
2 |
3 |
4 |
1 |
3 |
1 |
6 |
As Armor |
Weapons and Armor: the
Chaos Ungor may be equipped with either
clubs or spears, and may be given shields
but no other armor |
Ungor Max Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
Ungor |
4 |
6 |
5 |
4 |
5 |
3 |
6 |
4 |
8 |
Type |
Number |
Cost |
Minotaur |
0-1 |
220 |
The Minotaur is a huge Beastman with
the head of a giant Bull and the body of
a man. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
6 |
4 |
3 |
4 |
4 |
3 |
3 |
2 |
8 |
6+ |
Weapons and Armor: May
be equipped as desired from the Chaos Beastman
Warband Equipment List |
Special Ability:
Cause Fear. The Minotaur causes
Fear |
Special Ability:
Bloodgreed. The Minotaur has
a 4+ chance to Frenzy each time it puts
an opponent Out of Action. |
Limitation:
Large. Opponents are +1 BS
to hit, may shoot at even if not closest
target |
Minotaur Max Profile |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
MINOTAUR |
6 |
7 |
6 |
5 |
5 |
5 |
6 |
5 |
10 |
Type |
Number |
Cost |
Chaos Hounds |
0-5 |
45 |
Some warbands are accompanied by a pack
of Chaos Hounds. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
6 |
4 |
0 |
4 |
4 |
1 |
4 |
2 |
6 |
- |
Weapons and Armor: May
not have any. |
Limitations: Animal:
The Hounds are Animals, they do not gain
Experience and never get any better. |
Type |
Number |
Cost |
Tuskgors |
0-5 |
50 |
Tuskgors are large mutated Boars that
have thick skin and tough hides. They are
primarily used as beasts of burden but are
fearsome creatures in their own right. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
7 |
3 |
0 |
4 |
4 |
2 |
2 |
1 |
5 |
4+ |
Weapons and Armor: May
not have any. |
Limitations: Animal:
Do not gain Experience and never get any
better. |
Type |
Number |
Cost |
Harpies |
0-2 |
60 |
Harpies are foul creatures mutated into
some semblance of a cross between a woman
and a vulture. They are foul, disgusting,
and fractious but can fly and for this reason
make useful additions to a Chaos warband. |
M |
WS |
BS |
S |
T |
W |
I |
A |
LD |
SAVE |
4 |
4 |
0 |
4 |
4 |
2 |
2 |
1 |
6 |
- |
Weapons and Armor: May
not have any. |
Limitations: Animal:
The Harpies are Animals, they do not gain
Experience and never get any better. |
Limitations: Independent:
The Harpies do not benefit from any special
Leadership ability possessed by their Leader
or fellow band members. |
Special Ability:
Fly: The Harpies are
winged creatures and may Fly, ignoring terrain
and able to move vertically without penalty
or Initiative rolls. |
The Chaos Beastman warband looks tough
at first appraisal, but suffers from several
key limitations that keep it balanced in
a campaign or league. Their primary advantage
is that almost everything in the warband
has 2 Wounds and at least a 4 Toughness.
However, their total lack of shooting bits
means they have to engage in HtH and are
vulnerable to ranged attacks. They are definitely
a hard group, but a small one. Unlike the
other additional warbands they have no special
skills to choose from, and practically no
hirelings that will work for them. They
are a 'meat and potatoes' force: dead hard
in HtH but really poor everywhere else.
|