Source: Warhammer Armies Project: Unofficial 9th Edition (v2.2)

Army List: Beastmen
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Based on PDF Version 1.6, Last Modified: 2023 March 29 @ 08:50

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Beastmen

Based on PDF Version 1.6, Last Modified: 2023 March 29 @ 08:50

Army Special Rules

This section describes all the different units used in a Beastmen army, along with any rules necessary to use them in your games of Warhammer. Where a model has a special rule that is explained in the Warhammer rulebook, only the name of that rule is given. If a model has a special rule that is unique to it, that rule is detailed alongside its description. However, there are a number of commonly recurring ‘army special rules’ that apply to several Beastmen units, and these are detailed here.

At the beginning of each round of close combat, each engaged unit with the Primal Fury special rule must take a Leadership test. If the test is passed, that unit gains the Hatred special rule until the end of the close combat phase. In addition, if they passed the Leadership test and rolled a double, they also gain the Frenzy special rule until the end of the close combat phase.

Models with this rule have the Ambushers special rule, though this is lost if they have any kind of mount. In addition, they add +1 to any rolls to determine whether or not they enter the table when using the Ambushers special rule.

Berserk Rage rules from Frenzy. In addition, if they are forced to charge as a result of a failed Berserk Rage test, they may re-roll failed charge distance results.

Many characters and regiments have, or can purchase, one of the four Marks of Chaos detailed to the right. A character with a Mark of Chaos cannot join a unit that has a different Mark of Chaos. A character with a Mark of Chaos cannot join a unit that has already been joined by a character that has a different Mark of Chaos.

Models with the Mark of Khorne have the Frenzy special rule.

Models with the Mark of Nurgle add +1 to their Toughness and suffer -2 to their Initiative (to a minimum of 1).

Models with the Mark of Slaanesh have the Immunity (Psychology) and Stubborn special rules.

Models with the Mark of Tzeentch have the Magic Resistance (1) and Ward Save (6+) special rules.

Lords

Beastlord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145 pts

MWSBSSTWIALd
Beastlord563553549

Troop Type: Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (3 pts)

    • Spear (4 pts)

    • Great weapon (8 pts)

  • May take throwing axes (3 pts)

  • May replace light armour with medium armour (3 pts)

  • May take a shield (3 pts)

  • May be mounted upon one of the following:

    • Tuskgor Chariot (replacing the Bestigor) (80 pts)

    • Razorgor Chariot (replacing the Bestigor) (110 pts)

    • Ramhorn (replacing one of the crew) (250 pts)

  • May have one of the following Marks:

    • Mark of Khorne (15 pts)

    • Mark of Nurgle (20 pts)

    • Mark of Slaanesh (15 pts)

    • Mark of Tzeentch (20 pts)

  • May take Gifts of Chaos and/or magic items up to a total of 100 pts

Beastmen Ambush, Forest Strider, Primal Fury

Great Bray-Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts

MWSBSSTWIALd
Great Bray-Shaman553453428

Troop Type: Infantry (Character)

A Great Bray-Shaman is a Level 3 Wizard who uses spells from the Lore of Beasts, Lore of Shadow, Lore of Death or Lore of the Wild. A Bray-Shaman with the Mark of Tzeentch, Nurgle or Slaanesh must use the Lore of Tzeentch, the Lore of Nurgle, or the Lore of Slaanesh, respectively.

Hand weapon.

  • May be upgraded to Level 4 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Tuskgor Chariot (replacing the Bestigor) (80 pts)

    • Razorgor Chariot (replacing the Bestigor) (110 pts)

    • Ramhorn (replacing one of the crew) (225 pts)

  • May have one of the following Marks:

    • Mark of Nurgle (20 pts)

    • Mark of Slaanesh (15 pts)

    • Mark of Tzeentch (20 pts)

  • May take Gifts of Chaos and/or magic items up to a total of 100 pts

Beastmen Ambush, Forest Strider, Primal Fury

Doombull. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .235 pts

MWSBSSTWIALd
Doombull663655558

Troop Type: Monstrous Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (5 pts)

    • Great weapon (10 pts)

  • May replace light armour with medium armour (5 pts)

  • May take a shield (5 pts)

  • May have one of the following Marks:

    • Mark of Khorne (15 pts)

    • Mark of Nurgle (20 pts)

    • Mark of Slaanesh (15 pts)

    • Mark of Tzeentch (20 pts)

  • May take Gifts of Chaos and/or magic items up to a total of 100 pts

Bloodgreed, Impact Hits (D3), Slaughterer's Call

If a model with Bloodgreed is on the winning side in a round of close combat it immediately gains the Frenzy special rule. If already Frenzied, then each time it is on the winning side of a round of close combat, the model gains an +1 Attack, up to a maximum of +3. These bonus Attacks are lost if the model loses its Frenzy. However, models with Bloodgreed cannot use their Swiftstride rule when pursuing and overrunning.

Any unit accompanied by a frenzied Doombull or Gorebull is also subject to Frenzy.

Heroes

Wargor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts

MWSBSSTWIALd
Wargor553452438

Troop Type: Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (2 pts)

    • Spear (3 pts)

    • Great weapon (6 pts)

  • May take throwing axes (2 pts)

  • May replace light armour with medium armour (2 pts)

  • May take a shield (2 pts)

  • May be mounted upon one of the following:

    • Tuskgor Chariot (replacing the Bestigor) (80 pts)

    • Razorgor Chariot (replacing the Bestigor) (110 pts)

  • May have one of the following Marks:

    • Mark of Khorne (15 pts)

    • Mark of Nurgle (20 pts)

    • Mark of Slaanesh (15 pts)

    • Mark of Tzeentch (20 pts)

  • May take Gifts of Chaos and/or magic items up to a total of 50 pts

  • One Wargor or Gorebull in the army may carry the Battle Standard for +25 pts. The Battle Standard Bearer can have a magic banner with no pts limit. However, a model carrying a magic standard can only carry other Gifts of Chaos and/or magic items up to a total of 25 pts.

Beastmen Ambush, Forest Strider, Primal Fury

Bray-Shaman. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .75 pts

MWSBSSTWIALd
Bray-Shaman543342317

Troop Type: Infantry (Character)

A Bray-Shaman is a Level 1 Wizard who uses spells from the Lore of Beasts, Lore of Shadow, Lore of Death or Lore of the Wild. A Bray-Shaman with the Mark of Tzeentch, Nurgle or Slaanesh must use the Lore of Tzeentch, the Lore of Nurgle, or the Lore of Slaanesh, respectively.

Hand weapon.

  • May be upgraded to Level 2 Wizard (35 pts)

  • May be mounted upon one of the following:

    • Tuskgor Chariot (replacing the Bestigor) (80 pts)

    • Razorgor Chariot (replacing the Bestigor) (105 pts)

  • May have one of the following Marks:

    • Mark of Nurgle (20 pts)

    • Mark of Slaanesh (15 pts)

    • Mark of Tzeentch (20 pts)

  • May take Gifts of Chaos and/or magic items up to a total of 50 pts

Beastmen Ambush, Forest Strider, Primal Fury

Gorebull. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160 pts

MWSBSSTWIALd
Gorebull653554447

Troop Type: Monstrous Infantry (Character)

Hand weapon, light armour.

  • May be armed with one of the following:

    • Additional hand weapon (4 pts)

    • Great weapon (8 pts)

  • May replace light armour with medium armour (4 pts)

  • May take a shield (4 pts)

  • May have one of the following Marks:

    • Mark of Khorne (15 pts)

    • Mark of Nurgle (20 pts)

    • Mark of Slaanesh (15 pts)

    • Mark of Tzeentch (20 pts)

  • May take Gifts of Chaos and/or magic items up to a total of 50 pts

Bloodgreed, Impact Hits (D3), Slaughterer's Call

If a model with Bloodgreed is on the winning side in a round of close combat it immediately gains the Frenzy special rule. If already Frenzied, then each time it is on the winning side of a round of close combat, the model gains an +1 Attack, up to a maximum of +3. These bonus Attacks are lost if the model loses its Frenzy. However, models with Bloodgreed cannot use their Swiftstride rule when pursuing and overrunning.

Any unit accompanied by a frenzied Doombull or Gorebull is also subject to Frenzy.

Core Units

Gors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .8 pts per model

MWSBSSTWIALd
Gor543341317
Foe-render543341327

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Gor to a Foe-render (10 pts)

  • May upgrade one Gor to a musician (10 pts)

  • May upgrade one Gor to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may replace their shields with additional hand weapons (free)

  • The entire unit may be armed with throwing axes (1 pt per model)

  • The entire unit may wear light armour (1 pt per model)

  • The entire unit may be upgraded to Skirmishers (free)

Beastmen Ambush, Forest Strider, Primal Fury, Unruly

Ungors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4 pts per model

MWSBSSTWIALd
Ungor533331316
Halfhorn533331326

Unit Size: 10+

Troop Type: Infantry

Hand weapon, shield.

  • May upgrade one Ungor to a Halfhorn (10 pts)

  • May upgrade one Ungor to a musician (10 pts)

  • May upgrade one Ungor to a standard bearer (10 pts)

  • The entire unit may be armed with spears (1 pt per model)

Beastmen Ambush, Forest Strider, Primal Fury, Unruly

Ungor Raiders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Ungor Raider533331316
Raider Halfhorn534331316

Unit Size: 10+

Troop Type: Infantry

Hand weapon, short bow.

  • May upgrade one Ungor Raider to a Raider Halfhorn (10 pts)

  • May upgrade one Ungor Raider to a musician (10 pts)

  • The entire unit may replace short bows with javelins and shields (1 pt per model)

Beastmen Ambush, Forest Strider, Primal Fury, Skirmishers, Unruly

Mutants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3 pts per model

MWSBSSTWIALd
Mutant433331316
Mutant Leader433331326

Unit Size: 20+

Troop Type: Infantry

Hand weapon.

  • May upgrade one Mutant to a Mutant Leader (10 pts)

Chaos Mutations, Expendable

Roll a D6 at the start of the game to determine which mutation is the most prominent for the remainder of the game.

D6

Result

1

Animalistic Legs: The unit gains +1 Movement.

2

Hulking: The unit gains +1 Strength.

3

Grossly Fat: The unit gains +1 Toughness.

4

Scales: The unit gains the Natural Armour (6+) special rule.

5

Tentacle-like Arms: The unit gains +1 Attack.

6

Pincer Hand: The unit gains the Armour Piercing (1) special rule.

Tuskgor Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .80 pts per model

MWSBSSTWIALd
Tuskgor Chariot6--554---
Bestigor-434--317
Gor-433--317
Tuskgor-3-4--21-

Unit Size: 1 Bestigor, 1 Gor & 2 Tuskgors

Troop Type: Chariot (Armour Save 6+)

Great weapon (Bestigor only), spear (Gor only), light armour.

Natural Armour (6+), Primal Fury (Bestigor & Gor only)

Chaos Warhounds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6 pts per model

MWSBSSTWIALd
Chaos Warhound740331315

Unit Size: 5+

Troop Type: War Beast

Teeth and claws.

  • The unit may be upgraded with one of the following:

    • Poisoned Attacks (1 pt per model)

    • Natural Armour (6+) (1 pt per model)

Forest Strider

Special Units

Bestigors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Bestigor543441317
Gouge-horn543441327

Unit Size: 10+

Troop Type: Infantry

Hand weapon, light armour, shield.

  • May upgrade one Bestigor to a Gouge-horn (10 pts)

  • May upgrade one Bestigor to a musician (10 pts)

  • May upgrade one Bestigor to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may upgrade to medium armour (1 pt per model)

  • The entire unit may swap shields for one of the following:

    • Additional hand weapons (free)

    • Great weapons (1 pt per model)

    • Halberds (1 pt per model)

  • The entire unit may have one of the following Marks:

    • Mark of Khorne (2 pts per model)

    • Mark of Nurgle (2 pts per model)

    • Mark of Slaanesh (2 pts per model)

    • Mark of Tzeentch (2 pts per model)

Beastmen Ambush, Despoilers, Forest Strider, Primal Fury

Each enemy standard bearer that is removed as a result of a successful pursuit move or slain in combat by a unit of Bestigors adds +1 to their future Combat Resolution. If the unit flees for any reason, they will lose this bonus.

Minotaurs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39 pts per model

MWSBSSTWIALd
Minotaur643543337
Bloodkine643543347

If your Army General is Taurox, a Doombull or a Gorebull, then one unit of Minotaurs may be taken as a Core unit.

Unit Size: 3+

Troop Type: Monstrous Infantry

Hand weapon, shield.

  • May upgrade one Minotaur to a Bloodkine (10 pts)

  • May upgrade one Minotaur to a musician (10 pts)

  • May upgrade one Minotaur to a standard bearer (10 pts)

    • May take a magic standard worth up to 50 pts

  • The entire unit may replace shields with one of the following:

    • Additional hand weapon (free)

    • Great weapon (3 pts per model)

  • The entire unit may wear light armour (3 pts per model)

  • The entire unit may have one of the following Marks:

    • Mark of Khorne (6 pts per model)

    • Mark of Nurgle (6 pts per model)

    • Mark of Slaanesh (6 pts per model)

    • Mark of Tzeentch (6 pts per model)

Bloodgreed, Impact Hits (1)

If a model with Bloodgreed is on the winning side in a round of close combat it immediately gains the Frenzy special rule. If already Frenzied, then each time it is on the winning side of a round of close combat, the model gains an +1 Attack, up to a maximum of +3. These bonus Attacks are lost if the model loses its Frenzy. However, models with Bloodgreed cannot use their Swiftstride rule when pursuing and overrunning.

Centigors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18 pts per model

MWSBSSTWIALd
Centigor843441227
Gorehoof843441237

Unit Size: 5+

Troop Type: Cavalry

Spear, shield.

  • May upgrade one Centigor to a Gorehoof (10 pts)

  • May upgrade one Centigor to a musician (10 pts)

  • May upgrade one Centigor to a standard bearer (10 pts)

    • May take a magic standard worth up to 25 pts

  • The entire unit may replace spears and shields with great weapons (free)

  • The entire unit may be armed with throwing axes (1 pt per model)

  • The entire unit may wear light armour (2 pts per model)

  • The unit may have the Beastmen Ambush special rule (2 pts per model)

Beastmen Ambush, Drunken, Fast Cavalry, Forest Strider, Primal Fury

Roll a D6 for each Centigor unit at the beginning of each of their turns and consult the table below to see the effects of their rampant alcoholism until the start of their next turn:

D6

Result

1-2

Drunken Stupor: The unit is subject to the Stupidity special rule.

3-4

Drunken Frenzy: The unit is subject to the Frenzy special rule.

5-6

Drunken Bravado: The unit is subject to the Stubborn special rule.

Razorgors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .45 pts per model

MWSBSSTWIALd
Razorgor730553236

Unit Size: 1+

Troop Type: Monstrous Beast

Tusks, hooves and a bad attitude (hand weapon).

Impact Hits (D3), Natural Armour (6+), Thunderous Charge

A Razorgor has the Strength Bonus (1) special rule in turns when it charges.

Razorgor Chariots. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .110 pts per model

MWSBSSTWIALd
Razorgor Chariot6--554---
Bestigor-434--317
Gor-433--317
Razorgor-3-5--23-

Unit Size: 1 Bestigor, 1 Gor & 1 Razor

Troop Type: Chariot (Armour Save 6+)

Great weapon (Bestigor only), spear (Gor only), light armour.

Fear, Natural Armour (6+), Primal Fury (Bestigor & Gor only), Thunderous Charge

A Razorgor has the Strength Bonus (1) special rule in turns when it charges.

Harpies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11 pts per model

MWSBSSTWIALd
Harpy530331526

Unit Size: 5+

Troop Type: Infantry

Claws (hand weapon).

Expendable, Fly (10)

Chaos Trolls. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per model

MWSBSSTWIALd
Chaos Troll630543136

Unit Size: 3+

Troop Type: Monstrous Infantry

Hand weapon.

  • The entire unit may take one of the following:

    • Additional hand weapons (3 pts per model)

    • Great weapons (6 pts per model)

  • The entire unit may take light armour (3 pts per model)

Natural Armour (6+), Regeneration (4+), Stupidity, Troll Vomit

Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic Strength 5 hit which Ignores Armour Saves.

Chaos Spawn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40 pts per model

MWSBSSTWIALd
Chaos Spawn*304532*10

You may take 1-2 lone Chaos Spawn as a single Special choice.

Unit Size: 1-3

Troop Type: Monstrous Beast

Tentacles, claws & teeth (hand weapon).

  • May take one of the following:

    • Spawn of Khorne (15 pts)

    • Spawn of Nurgle (10 pts)

    • Spawn of Slaanesh (10 pts)

    • Spawn of Tzeentch (20 pts)

A Spawn of Khorne has +1 Strength.

A Spawn of Nurgle has the Poisoned Attacks special rule.

A Spawn of Slaanesh gain +2 to its Initiative.

A Spawn of Tzeentch has a Strength 3 Breath Weapon that has the Flaming Attacks special rule.

Random Attacks (D6+1), Random Movement (2D6), Unbreakable

Preyton. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts per model

MWSBSSTWIALd
Preyton640543536

Unit Size: 1

Troop Type: Monstrous Beast

Wicked horns and teeth (hand weapon).

  • May take any of the following:

    • Forest Stalker (5 pts)

    • Filth-Encrusted Scales (10 pts)

    • Insane Bloodlust (15 pts)

The Preyton gains the Natural Armour (5+) special rule.

The Preyton gains the Ambushers special rule.

The Preyton gains the Frenzy special rule.

Consuming Hatred, Endless Malice, Fly (8), Forest Strider, Impact Hits (D3)

A Preyton has the Hatred special rule. Any wounds it suffers during close combat are included in its player's own Combat result score as well as that of their opponent's.

Should a Preyton be on the winning side of a close combat then in order to pursue its foe it must first pass a Leadership test. If this test is failed then it will not pursue and instead remains stationary whilst it rends and tears at the fallen. Enemy units within 12" and with line of sight to the Preyton must take a Panic test in the face of the beast's horrific display.

Cockatrice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85 pts per model

MWSBSSTWIALd
Cockatrice445443646

Unit Size: 1

Troop Type: Monstrous Beast

Claws and beak (hand weapon).

Fly (8), Natural Armour (4+), Petrifying Gaze

Petrifying Gaze is a magical shooting attack with the following profile:

RangeStrengthSpecial Rules
12"4-

When rolling To Wound with this Shooting attack, substitute the target's Toughness with its Initiative value.

Rare Units

Dragon Ogres. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .55 pts per model

MWSBSSTWIALd
Dragon Ogre742554238
Dragon Ogre Shartak742554248

Unit Size: 3+

Troop Type: Monstrous Cavalry

Hand weapon, light armour.

  • One Dragon Ogre may be upgraded to a Dragon Ogre Shartak (10 pts)

  • The entire unit may take one of the following:

    • Additional hand weapons (4 pts per model)

    • Halberds (4 pts per model)

    • Great weapons (6 pts per model)

Immunity (Lightning Attacks), Natural Armour (5+)

Dragon Ogre Shaggoth. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts per model

MWSBSSTWIALd
Dragon Ogre Shaggoth763666459

Unit Size: 1

Troop Type: Monster

Hand weapon, light armour.

  • May take one of the following:

    • Additional hand weapon (10 pts)

    • Great weapon (15 pts)

Immunity (Lightning Attacks, Psychology), Impact Hits (D3), Natural Armour (5+)

Ghorgon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225 pts per model

MWSBSSTWIALd
Ghorgon7406663610

Unit Size: 1

Troop Type: Monster

Cleaver-limbs (hand weapon).

Bloodgreed, Frenzy, Immunity (Psychology), Strength from Flesh, Stubborn, Swallow Whole

If a model with Bloodgreed is on the winning side in a round of close combat it immediately gains the Frenzy special rule. If already Frenzied, then each time it is on the winning side of a round of close combat, the model gains an +1 Attack, up to a maximum of +3. These bonus Attacks are lost if the model loses its Frenzy. However, models with Bloodgreed cannot use their Swiftstride rule when pursuing and overrunning.

Each time a Ghorgon causes a Killing Blow with its Swallow Whole special rule, it regains 1 Wound that it has lost earlier in the battle.

In addition to its normal attacks, the Ghorgon may make an additional special attack at an Initiative of 1. This attack has the Killing Blow special rule, but To Wound rolls of a 4+ act as Killing Blow attacks, instead of just rolls of 6.

Cygor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180 pts per model

MWSBSSTWIALd
Cygor721666338

Unit Size: 1

Troop Type: Monster

Massively oversized claws and horns (hand weapon).

Ghostsight, Hurl Attack, Immunity (Psychology), Magic Resistance (2), Soul-eater, Stubborn

When fighting enemy Wizards, models with any sort of magic item or magical attacks, Undead, or creatures with a Ward Save, the Cygor may re-roll any failed To Hit rolls.

A Cygor may throw a rock in the Shooting phase as long as it did not charge or march that turn. This works just like a Stone Thrower with a range of 24" and the Slow to Fire special rule. If a misfire is rolled, the Cygor suffers 1 Wound as it drops the rock on itself by mistake.

Enemy Wizards within 24" of one or more Cygors must take a Leadership test at the beginning of the Magic phase. If the test is failed, the Wizard has lost his nerve – any spell he fails to reach the attempted casting value of will result in a Miscast.

Manticore. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150 pts per model

MWSBSSTWIALd
Manticore650554545

Unit Size: 1

Troop Type: Monster

  • May take any of the following:

    • Rending Fangs (10 pts)

    • Bloodrage (15 pts)

    • Iron-hard Skin (12 pts)

    • Venom Tail (20 pts)

The Manticore gains the Hatred special rule.

The model gains the Natural Armour (4+) special rule.

The Manticore gains the Armour Piercing (1) special rule.

The Manticore gains an additional Attack that has the Poisoned Attacks special rule.

Fly (8), Frenzy, Killing Blow

Jabberslythe. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts per model

MWSBSSTWIALd
Jabberslythe844555359

Unit Size: 1

Troop Type: Monster

Biting jaw and catching claw (hand weapon).

  • May take any of the following:

    • Lash Tail (15 pts)

    • Sinisterly Skulking (20 pts)

The model gains +1 Attack.

The Jabberslythe gains the Ambushers special rule.

Aura of Madness, Fly (5), Forest Strider, Immunity (Psychology), Natural Armour (4+), Poisoned Attacks, Slythey Tongue, Spurting Bile-blood

Each enemy unit within 12" of one or more Jabberslythes at the beginning of the Beastmen Magic phase must take a Leadership test. For every point by which a unit fails its test, it suffers a wound which Ignores Armour Saves. This has no effect on units with Immunity (Psychology).

This is a shooting attack with the following profile:

RangeStrengthSpecial Rules
12"5-

For every unsaved wound caused on a Jabberslythe in close combat, the attacking unit immediately suffers a randomised Strength 5 hit.

Chaos Giant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175 pts per model

MWSBSSTWIALd
Chaos Giant6336663*10

See Giant Special Rules for detailed special rules.

Unit Size: 1

Troop Type: Monster

Large club and bad breath (hand weapon).

  • May be upgraded to a Mutant Monstrosity (12 pts)

The Giant gains the Natural Armour (5+) special rule.

Fall Over, Giant Special Attacks, Immunity (Psychology), Stubborn

Hag Tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts per model

MWSBSSTWIALd
Hag Tree5305652*7

Unit Size: 1

Troop Type: Monster

Flailing Appendages (hand weapon).

Constant Wailing, Flailing Appendages, Flammable, Forest Strider, Immunity (Psychology), Natural Armour (4+), Random Attacks (D6+2), Regenerative Snacking, Stubborn

Enemy units within 6" suffer -1 to their Leadership. This has no effect on units with the Immunity (Psychology) special rule.

A Hag Tree counts as having no Flanks or Rear for the purposes of Combat Resolution.

For every model killed in close combat by the Hag Tree, roll a D6. On a 6, the Hag Tree regains one wound previously lost in battle.

Ramhorn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts per model

MWSBSSTWIALd
Ramhorn830666156
Bestigor Crew-434--317

Unit Size: 1

Troop Type: Monster

Great weapon (Crew).

Frenzy, Impact Hits (D6+2), Natural Armour (4+), Primal Fury (Bestigors only), Stubborn, Thunderous Charge

A Razorgor has the Strength Bonus (1) special rule in turns when it charges.

Special Characters - Lords

Gorthor The Beastlord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .300 pts

MWSBSSTWIALd
Gorthor573553559
Bagrar5434--427

Troop Type: Infantry (Special Character)

Spear.

  • May be mounted upon one of the following (replacing the crew):

    • Tuskgor Chariot (110 pts)

    • Razorgor Chariot (140 pts)

Magic Items / Abilities: The Impaler, Cloak of the Beastlord, Skull of Mugrar

Spear. The Impaler gives Gorthor the Multiple Wounds (D3) special rule. If Gorthor rolls any doubles or triples of successful rolls To Hit, these attacks automatically Wound.

The Cloak gives Gorthor a Ward Save equal to the Strength of the attack that hit him. For example, a Strength 3 hit would grant a Ward save (3+), a Strength 5 hit would grant a Ward save (5+), etc. Against Attacks that do not have a Strength value, it provides a Ward Save (6+). In addition, his Inspiring Presence rule is increased to 18".

Chariot only. When rolling for the chariot's impact hits, the Skull of Mugrar allows an extra dice to be rolled, and the highest result to be chosen. In addition, it gives Gorthor the Immunity (Multiple Wounds) special rule.

Bagrar the Tamer, The Favoured of Chaos, Forest Strider, Primal Fury, Scion of the Dark Gods

If Gorthor is mounted on a Chariot, he may re-roll all Fleeing and Pursuit distance rolls. If Gorthor is on foot, Bagrar is not included in the game.

Gorthor must be the Army General. Gorthor, and any unit he joins, may re-roll failed Psychology and Break Tests.

At the start of each friendly Magic phase, randomly generate a spell from the Lore of Death. Gorthor may use this spell during this Magic phase as a Bound Spell, with a Power Level equal to half the casting value of the spell, rounding up. Gorthor may not exchange the result for the Signature spell if he prefers.

Khazrak One-Eye. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .250 pts

MWSBSSTWIALd
Khazrak571553549
Redmaw740442426

Troop Type: Infantry (Special Character)

  • May be accompanied by Redmaw (15 pts)

Magic Items / Abilities: Scourge, The Dark Mail

Two hand weapons. Each enemy model in base contact with Khazrak gives him an additional Attack. This has no effect in a challenge.

The Dark Mail confers a 2+ Armour Save. In addition, it negates the power of any magic or runic weapons carried by models in base contact – treat them as ordinary non-magical weapons of their type.

Bestial Cunning, Forest Strider, Packmaster, Primal Fury, Redmaw

All units using the Ambushers special rule in the same army as Khazrak may choose to re-roll the dice to see when they enter play.

All Warhounds in an army led by Khazrak have +1 Leadership and the Ambushers special rule.

If Redmaw the Chaos Warhound is included in your army he forms a unit with Khazrak, though they may both join other units as normal. If Khazrak is slain, Redmaw is subject to Hatred and Frenzy for the remainder of the game.

Morghur. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .335 pts

MWSBSSTWIALd
Morghur563453438

Troop Type: Infantry (Special Character)

Hand weapon.

Magic Items / Abilities: Bray-Staff of Morghur & the Stones of the Skull Cave, Skull-Weave

If any Wizard (friend or foe) within 12" of Morghur rolls a 6 when rolling on the Miscast table, then the unfortunate Wizard is instantly turned into a Chaos Spawn under the control of the Beastmen player, and the rolled result on the Miscast Table is ignored. The Spawn has as many wounds as the Wizard did when he Miscast. If you do not have a Spawn model to replace the Wizard then he simply counts as slain. If the Wizard is within an enemy unit, follow the same rules described under the Spirit-Essence of Chaos, above. This newly created unit does not award Victory points. In addition, Morghur generates two Dispel dice to be added to the Beastmen player's Dispel dice pool.

Morghur causes Terror. Any model attempting to attack Morghur in close combat suffers -1 to Hit.

Aura of Transmutation, The Beast-Roar, Forest Strider, The Hordes of Morghur, Primal Fury, Random Movement (2D6), Spirit-essence of Chaos, The Taint, Unbreakable

Morghur cannot be harmed in any way by missile attacks or spells, unless the model which is the source of the attack is within 12" of him. Furthermore, at the beginning of each round of close combat, all enemy models in base contact take a Strength 3 hit with no armour save allowed.

All friendly Beastmen models within 12" of Morghur may re-roll failed Rally Tests.

A Beastmen army containing Morghur must re-roll all successful Unruly tests.

At the beginning of your Magic phase, all units within 8" of Morghur must pass a Leadership test or suffer D6 Strength 4 Hits which Ignores Armour Saves. If one or more Wounds are inflicted, you may place a Chaos Spawn within 3" of the spot vacated, provided there is space, and you have the appropriate model available. When the Spawn appears it must be placed more than 1" away from other models.

If Morghur is within 12" of a forest, all enemy units even partially within that forest suffer -1 to their Leadership.

Malagor The Dark Omen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .340 pts

MWSBSSTWIALd
Malagor553453428

Troop Type: Infantry (Special Character)

Magic: Malagor is a Level 4 Wizard who uses spells from the Lore of Beasts, the Lore of Shadow, the Lore of Death or the Lore of the Wild.

Hand weapon.

Magic Items / Abilities: Icons of Vilification

All friendly units within 6" of Malagor may re-roll failed Primal Fury tests.

Beastmen Ambush, Fly (10), Forest Strider, Primal Fury, Something Wicked This Way Comes, Unholy Power

Enemy units within 6" of Malagor may not use their General's Inspiring Presence special rule.

Malagor has a dread agenda given unto him by the Dark Gods themselves, and every spell Malagor casts brings his unholy mission that much closer to fruition. For every spell Malagor casts that is not dispelled he gets a cumulative +1 on subsequent casting attempts for the rest of the Magic phase.

Taurox The Brass Bull. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .310 pts

MWSBSSTWIALd
Taurox663665558

Troop Type: Monstrous Infantry (Special Character)

Magic Items / Abilities: Rune-tortured Axes

Two hand weapons. Attacks with these weapons have the Ignores Armour Saves and Flaming Attacks special rules.

Bloodgreed, Brass Body, Frenzy, Impact Hits (D3+1), Slaughterer's Call

If a model with Bloodgreed is on the winning side in a round of close combat it immediately gains the Frenzy special rule. If already Frenzied, then each time it is on the winning side of a round of close combat, the model gains an +1 Attack, up to a maximum of +3. These bonus Attacks are lost if the model loses its Frenzy. However, models with Bloodgreed cannot use their Swiftstride rule when pursuing and overrunning.

Taurox has a 1+ Armour Saves. However, if an attack rolls a '6' To Hit and then a '6' To Wound then Taurox will be slain outright if he fails his saving throw.

Any unit accompanied by a frenzied Doombull or Gorebull is also subject to Frenzy.

Special Characters - Heroes

Ghorros Warhoof. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .155 pts

MWSBSSTWIALd
Ghorros853542348

Troop Type: Cavalry (Special Character)

Hand weapon, light armour.

Magic Items / Abilities: Mansmasher, Skull of the Unicorn Lord

The Mansmasher gives Ghorros the Multiple Wounds (D3) special rule.

The Skull gives Ghorros Magic Resistance (2). However, such is their desire to avenge the Unicorn Lord that all units in Warhammer: Wood Elves have the Hatred special rule against Ghorros and his unit.

Beastmen Ambush, Drunken, Father of Beasts, Forest Strider, Primal Fury, The Sons of Ghorros

Roll a D6 for each Centigor unit at the beginning of each of their turns and consult the table below to see the effects of their rampant alcoholism until the start of their next turn:

D6

Result

1-2

Drunken Stupor: The unit is subject to the Stupidity special rule.

3-4

Drunken Frenzy: The unit is subject to the Frenzy special rule.

5-6

Drunken Bravado: The unit is subject to the Stubborn special rule.

Should Ghorros be killed, all Beastmen units in the army receive a +1 bonus to their Leadership when taking Primal Fury tests.

Ghorros must be deployed with a unit of Centigors, and may not leave it. His Centigor unit is comprised of his most able sons and has +1 Weapon Skill. Such is his kin's devotion that Ghorros can always use the 'Look Out, Sir!' rule, provided there is at least one other Centigor in his unit still alive.

Molokh Slugtongue. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .190 pts

MWSBSSTWIALd
Slugtongue543342317

Troop Type: Infantry (Special Character)

Magic: Slugtongue is a Level 2 Wizard who uses spells from the Lore of Death or the Lore of the Wild.

Hand weapon.

Beastmen Ambush, Curse of the Famine-fiend, Forest Strider, Poisoned Attacks, Primal Fury, Regeneration (4+)

At the start of each of your turns, all enemy units within 18" of Slugtongue must pass D3 Toughness tests or suffer a Wound which Ignores Armour Saves for every failed Toughness test.

Moonclaw Son of Morrslieb. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200 pts

MWSBSSTWIALd
Moonclaw533442337
Umbralok730441336

Troop Type: Cavalry (Special Character)

Magic: Moonclaw is a Level 1 Wizard who uses spells from the Lore of Shadow or the Lore of the Wild.

Hand weapon.

Forest Strider, Magic Resistance (2), Primal Fury, Unholy Zenith, Ward Save (5+), Wave of Insanity

At the beginning of the game, secretly roll a D3 and record the number. In the turn that corresponds to this number, Morrslieb is full. For the entire duration of that turn Moonclaw has a +2 bonus to his casting rolls. Furthermore, to represent his ability to call down a shower of warpstone meteors, he may make D3 shooting attacks resolved as if he were a stone thrower for that turn only (even if he moved or marched during the Movement phase). Any results of a misfire cause a single wound upon Moonclaw that cannot be saved by any means.

Every enemy unit within 12" of Moonclaw must take a Stupidity test at the start of their turn.

Ungrol Four-Horn. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .70 pts

MWSBSSTWIALd
Ungrol544442427

Troop Type: Infantry (Special Character)

Two hand weapons.

Magic Items / Abilities: The Stolen Crowns

Take a Leadership test for Ungrol at the beginning of each of his turns. If he passes the test, he gains +2 Weapon Skill and +1 Strength until the start of his next turn. If he fails he is treated as a Level 1 Wizard instead – randomly generate a spell from the Lore of the Wild each time.

Beastmen Ambush, Bruised and Bitter, Forest Strider, Primal Fury

Ungrol must deploy with a unit of Ungors, and may never leave it. Ungrol and his unit may re-roll failed Primal Fury tests when in combat against units from the Empire, Bretonnia and Beastmen army books. However, Ungrol's unit may not use the Army General's Leadership, and no other characters may join the unit.

Gifts of Chaos

Beastmen gain the notice, and thus the favour, of the Dark Gods by the excesses of their savage and blasphemous deeds. Being the true Children of Chaos, these gifts often take the form of some gross exaggeration of their bestial traits.

Beastmen characters may be given Gifts of Chaos. Each gift may only be chosen once per army. Note that gifts are not magic items, and are therefore unaffected by effects that damage or neutralise magic items.

General only. The bearer of the Crown of Horns gains a Ward Save (5+). In addition, any unit he joins gains +1 to any Rally attempts they make.

The model gains the Natural Armour (5+) special rule.

The model gains +1 Attack.

The model gains the Armour Piercing (1) special rule.

War Beasts, Swarms as as well as any mounts are not allowed to target the model bearing the Rune of the True Beast in close combat, although any riders may attack as normal.

All enemy models in base contact with the model at the start of any round of close combat suffer a Strength 2 hit with the Poisoned Attacks special rule.

Model on foot only. Enemy models targeting the character with missile attacks suffer a -1 To Hit modifier.

The model gains +1 Initiative.

Spoils of the Herdstones

This section contains the rules and background for some of the most iconic and powerful magical artefacts used by the Beastmen. These may be used in addition to the magic items found in the Warhammer rulebook.

Magic Weapons

Two hand weapons. The bearer may re-roll all failed rolls To Hit and To Wound in close combat. In addition, he gains the Armour Piercing (1) special rule.

The Black Maul adds +2 to the bearer's Strength and gives him the Frenzy special rule. In addition, the weapon ignores any rules that would otherwise destroy the weapon.

The wielder of Great Fang gain +1 To Wound, and enemies must re-roll successful Armour Saves.

Great weapon. The Mace always wounds on a 2+. Armour Saves are taken using the wielder's normal Strength. Against Buildings, Chariots, Shrines and War Machines, the wielder has the Multiple Wounds (D6) special rule.

Magic Armour

This Fur gives the wearer a 4+ Armour Save against missile attacks, as well the Ward Save (5+) special rule.

6+ Armour Save. For every armour save the wearer passes, the bearer may immediately make a bonus attack at his basic Strength.

Arcane Items

After deployment zones have been agreed, but before the armies have been deployed, place an appropriate terrain piece to represent the herdstone in your deployment zone, no more than 3" in diameter. At the start of your Magic phase, each friendly Bray-Shaman or Great Bray-Shaman within 6" of the herdstone generates an additional power dice.

One use only. At the beginning of the enemy Shooting phase, the bearer can summon a storm of mud and worms with which to blind his enemies. For the rest of the phase, all enemy missile units are at -1 To Hit. Weapons or attacks that do not use Ballistic Skill may only fire on the roll of a 4+.

Enchanted Items

The character and any unit led by him adds +D3" to their charge move. Roll after declaring charges - if the charge is failed, the models move their normal failed charge distance.

Magic Standards

The bearer and any unit he has joined have a +1 bonus to their Strength.

Magic Items Expansion

Magic Weapons

When rolling To Wound, the owner's Strength is treated as equal to the unmodified Leadership value of the target model. This affects any Armour Saves the model might be required to take as well.

The Axe of Men gives the wielder the Killing Blow special rule. In addition, if the bearer kills an enemy character in a challenge, they and any unit they are with gain the Stubborn and Terror special rule for as long as they remains with the unit.

Model on foot only. Great weapon. For each wound inflicted with the Slaughterer's Blade, roll a D6 immediately. Each roll of a 4+ heals one lost Wound to the bearer (up to their starting Wounds total). Wounds regained in this way do not count towards combat resolution.

Spear. The Hunting Spear can be thrown following the rules for javelins with a range of 24" each Shooting phase. Resolve each hit like a Hit from a Bolt Thrower.

Two hand weapons. The Steel-Claws confer an extra D3 Attacks to the wielder rather than 1 (roll at the beginning of each round of close combat). If a natural 6 is rolled when determining the number of attacks, all the bearer's attacks that round gain the Ignores Armour Saves special rule.

The Brass Cleaver gives the wielder +1 Attack for each enemy model in base contact. In a challenge, it only confers +1 Attack.

The bearer gains the Terror special rule. In addition, any model wounded by this weapon loses 1 point of Leadership for each Wound it suffers.

Every time an enemy model suffers an unsaved wound from Everbleed, roll a D6. On the result of a 4+, the enemy loses an additional wound, with no saves of any kind allowed, and you must roll again. Keep on rolling as long as the result is a 4+.

All To Wound rolls of 6 with the Scimitar of Skultar have the Ignores Armour Saves special rule.

Magic Armour

Medium armour. At the end of each round of close combat, roll a D6 for each magic weapon that Hit the wearer of the armour. On the result of a 2+, the enemy item loses its special rules and ceases to count as a magic weapon. Instead it will count as a normal weapon of its type for the remainder of the battle.

Light armour. All shooting attacks directed at the bearer or the unit he is with suffer -1 To Hit. Enemy spells that target the bearer or the unit he is with suffer -2 to cast.

Light armour. Trollhide Armour gives the wearer the Regeneration (4+) special rule.

The Pelt of the Dark Young gives the wearer the Magic Resistance (1) and Natural Armour (6+) special rules.

Medium armour. The wearer of the Blackened Plate gains the Immunity (Flaming Attacks) special rule. Any unit he joins gains a Ward Save (4+) against non-physical Flaming Attacks.

Heavy armour. This armour may be taken by any character in the Beastman army, including Wizards.

Talismans

The bearer of the Crown of Horns gains a Ward Save (5+). In addition, any unit he joins gains +1 to any Rally attempts they make.

The Eye of Night gives the bearer the Magic Resistance (2) special rule. In addition, if an enemy Wizard within 24" attempts to cast a spell from the Lore of Life, the Lore of Heavens or the Lore of Light and suffers a Miscast, you may force them to re-roll the result on the Miscast Table.

Arcane Items

All friendly Beastman Wizards within 12" (including the bearer himself) gain a +1 bonus to the result of their spell casting attempts.

Bound Spell, Power Level 3. The Staff of Darkoth contains the Viletide spell from the Lore of the Wild.

Choose an enemy unit within 24" at the start of each Magic phase. Any failed To Wound rolls made during the Magic phase against that unit may be re-rolled.

Mark of Nurgle only. The Shaman may drink from the Plague Chalice at the start of his Magic phase. He suffers an immediate Strength 4 hit that Ignores Armour Saves and Ward Saves. For the remainder of that Magic phase, any spell casting attempt by the Shaman that includes any double (except 1's) on the initial roll gives the caster another free power dice to the casting attempt.

Every enemy model killed in close combat by the bearer of the Jagged Dagger generates an additional Power or Dispel dice that can be used in the next Magic phase.

Enchanted Items

Bound Spell, Power Level 4. The Horn of the Great Hunt contains the Bestial Surge spell from the Lore of the Wild.

The Goretooth gives the bearer the Hatred and Bloodgreed special rules.

Beastlords and Wargors only. All friendly units within 12" of the bearer of the Horn of the Great Beast may re-roll failed Primal Fury tests.

One use only. Bound Spell, Power Level 5. Every Arcane Item within 18" immediately explodes in the hands of its bearer (friend and foe). Each bearer of an Arcane Item within range suffers D6 Strength 4 hits per item. The items are immediately destroyed.

Infantry only. The bearer of the Skin of Man gains the Scouts special rule.

One Use Only. Once per battle, the bearer can force a fleeing enemy unit within 12" to automatically fail their Rally test. This must be declared before the test is made.

Enemy musicians within 8" of the bearer of the Cacophonous Dirge have no effect.

Magic Standards

At the start of each close combat phase, all enemy units in base contact with the bearer of the Flesh Banner suffers D6 Strength 4 hits, distributed as Hits from shooting. Any wounds caused by the Flesh Banner counts towards combat resolution.

The unit carrying the Banner of Outrage automatically passes Primal Fury tests and counts as having rolled doubles. However, all enemy units gain the Hatred special rule against the unit.

All enemy units within 6" of the unit carrying the Manbane Standard suffer -1 to their Leadership characteristic.

The unit carrying the Vitriolic Totem gains the Poisoned Attacks special rule.

The unit with the Gore Banner re-rolls failed Psychology tests.

All units (friend or foe) in base contact with the Totem of Rust treat their Armour Save as 1 point worse than it actually is. The Totem of Rust has no effect on Natural Armour.

The unit carrying the Preyseeker automatically enters the battlefield when using the Ambushers special rule (no roll is needed), and may March the turn it does so.

The Lore of the Wild

If a spell from the Lore of the Wild is cast, all friendly units with the Primal Fury special rule within 6" may roll an additional dice for their Primal Fury tests in the ensuing close combat phase and discard the highest dice.

Bestial Surge is an augment spell that targets all non-fleeing friendly units within 6". If cast, all units will immediately make a move straight forward following the rules for Random Movement (D6+1). The Wizard can choose to instead have their spell target all friendly units within 12". If they do so, the casting value is increased to 14+.

Viletide is a magic missile with a range of 24" that inflicts 5D6 Strength 1 hits. The Wizard can choose to extend the range of this spell to 48". If they do so, the casting value is increased to 7+.

Devolve is a hex spell that targets all enemy units within 12". All target units must take a Leadership test. If the test is failed, the unit suffers a number of wounds equal to the amount the test was failed by with the Ignores Armour Saves special rule. The Wizard can choose to instead have their spell target all enemy units within 24". If they do so, the casting value is increased to 16+.

Bray-Scream is a direct damage spell. The caster makes a Breath Weapon attack with Strength 4. This may be cast in close combat, following the normal rules for Breath Weapons. The Wizard can choose to instead have the spell be resolved at Strength 5. If they do so, the casting value is increased to 13+.

Traitor-kin is a hex spell that targets all enemy Cavalry, Monstrous Cavalry, Chariots, ridden Monsters as well as War Beasts/Monstrous Beasts/Monsters with the Mixed Unit special rule within 12". All affected models will suffer a number of hits equal to the Attacks characteristics of their mount(s), using its Strength. In the case of Mixed Units, only the handlers are targeted, and only by models in base contact (in the case of Skirmishers, calculate this as if the models were ranked up in combat). Any armour save bonuses from the beast’s Natural Armour, barding etc, have no effect.

Mantle of Ghorok is an augment spell with a range of 12" that can be cast on a friendly Character, including the Wizard itself. The character (but not any mount) gains +D6 Strength and +D6 Attacks (both to a maximum of 10) until the start of the caster's next magic phase. Additionally, if one or more 6s are rolled, the model also suffers a Strength 5 Hit with no saves of any kind possible.

Savage Dominion is an augment spell that is cast on the Wizard itself. The Wizard may summon one of the following Monsters: Ghorgon, Jabberslythe or Chaos Giant. Immediately place a model representing the beast, with its base touching any table edge. This model is effectively part of the Beastman army from that moment on. Every time the beast suffers a wound, the Wizard that summoned it must make a Toughness test. If this is failed, the Wizard takes a wound too, with no saves of any kind possible. If the Wizard is killed, the beast wanders back into the forest and is immediately removed from play (it counts as being killed for the purposes of victory conditions etc.). Note that the beast cannot be voluntarily dismissed by the Wizard, or dispelled by the enemy in following rounds. In addition, only one monster may be summoned by the same Wizard at any one time.

The Lore of Tzeentch

When a spell from the Lore of Tzeentch is successfully cast, make a note of how many power dice results were a 6. After resolving the spell's effect(s), you immediately add a single power dice to your army's pool for each result of a 6 that was rolled to cast the spell.

Blue Fire of Tzeentch is a magic missile with a range of 24" that causes D6 Strength D6+1 hits with the Flaming Attacks special rule. The Wizard can choose to extend the range of the spell to 48". If they do so, the casting value is increased to 8+.

Pandemonium is a hex spell with a range of 24". Until the start of the caster's next Magic phase, the target unit must use the lowest Leadership value in the unit (including that of mounts) and cannot benefit from the Inspiring Presence or Hold Your Ground! abilities. The Wizard can choose to have this spell target all enemy units within 12". If they do so, the casting value is increased to 14+.

Pink Fire of Tzeentch is a direct damage spell. Place the teardrop-shaped template with its narrow end touching the front of the Wizard's base and the large end aimed at the target. Roll 2D6 and move the template directly forwards the number of inches indicated. All models underneath the template suffer a Strength D6+1 hit with the Flaming Attacks special rule (roll once for the Strength and use that value for all hits).

Bolt of Change is a magic missile with a range of 24". It inflicts a single Strength D6+4 hit with the Multiple Wounds (D3), Ignores Armour Saves and Flaming Attacks special rules, and then penetrates ranks in the same manner as a shot from a bolt thrower.

Glean Magic is a hex spell that targets a single enemy Wizard within 18". The caster and the target both roll a D6 and add their Wizard level to the score. If the target's total is higher than the caster's, nothing happens. Otherwise, the target suffers a Strength 4 hit with the Flaming Attacks special rule, loses one Wizard level (to a minimum of 0) including forgetting one randomly determined spell (this cannot be a bound spell). If the caster does not already know this spell, they immediately gain it and can cast it just like any of his other spells. When casting a stolen spell, always substitute its lore attribute with the Lore of Tzeentch's lore attribute.

Treason of Tzeentch is a hex spell with a range of 24". All models in the unit immediately make one close combat attack against the unit itself. Roll To Hit, To Wound and take saves as normal. The caster may choose which of the unit's weapons is used for these attacks, though any Parry or Dodge save does not apply, and neither does any special rules that only applies in the first round of close combat. This spell has no effect on single model units.

Infernal Gateway is a direct damage spell with a range of 24". The target suffers 2D6 Strength 2D6 hits with the Flaming Attacks special rule. Roll for the Strength first. If an 11 or 12 is rolled when determining the spell's Strength value, the hits are resolved at Strength 10, and the unit suffers 3D6 hits rather than 2D6.

The Lore of Nurgle

When a spell from the Lore of Nurgle is successfully cast, roll a D6 after resolving the spell's effect(s). On the roll of a 6, the Wizard's Wounds are increased by 1 for the remainder of the game.

Stream of Corruption is a direct damage spell. The caster makes a Breath Weapon Attack. This may be cast in close combat, following the normal rules for Breath Weapons. All models Hit must pass a Toughness test or suffer a Wound with the Ignores Armour Saves special rule.

Miasma of Pestilence is an augment spell with a range of 18". Until the start of the caster's next Magic phase, all enemy units in base contact with the target unit reduce their Weapon Skill and Initiative by 1 (to a minimum of 1). The Wizard can choose to cast a more powerful version of this spell that instead reduces the Weapon Skill and Initiative of all enemy units in base contact with the target unit by D3 (roll once and apply the result to all affected enemies). If they do so, the casting value is increased to 10+.

Blades of Putrefaction is an augment spell with a range of 12". The target unit's close combat attacks gain the Poisoned Attacks special rule until the start of the caster's next Magic phase. If a model targeted by this spell already has Poisoned Attacks, its Attacks Wound the target automatically on a To Hit roll of 6.

Curse of the Leper can be cast on any unit (friend or foe) within 18". If cast on a friendly unit, Curse of the Leper is an augment spell that increases the target unit's Toughness by D3 (to a maximum of 10) until the start of the caster's next Magic phase. If Curse of the Leper is cast on an enemy unit, it is a hex spell that reduces the target unit's Toughness by D3 (to a minimum of 1) until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 13+.

Rancid Visitations is a magic missile with a range of 18" that inflicts D6 Strength 5 hits. The target unit must then immediately pass a Toughness test or suffer a further D6 Strength 5 hits. The target must keep testing its Toughness in this manner until a test is passed, or the target is removed as a casualty.

Fleshy Abundance is an augment spell with a range of 18". Until the start of the caster's next Magic phase, the target has the Regeneration (5+) special rule (to a maximum of a 3+ save for Daemons of Nurgle).* The Wizard can choose to extend the range of this spell to 36". If they do so, the casting value is increased to 14+.

*(Warrior of Chaos only) If the target already has the Regeneration special rule, it instead gains +1 to all Regeneration saving throws (to a maximum of 2+) until the start of the caster's next Magic phase.

Remains in play. Plague Wind is a magical vortex that uses the small round template. Once the template is placed, the player then nominates the direction in which the Plague Wind will move. To determine how many inches the template moves, roll an artillery dice and multiply the result by the caster's Wizard level. If the result on the artillery dice is a misfire, centre the template on the caster instead and roll a scatter dice; the template moves a number of inches equal to the caster's Wizard level, in the direction shown by the scatter dice (if you roll a Hit!, the template remains where it is). Any model touched by the template must pass a Toughness test or suffer a single automatic Wound, with the Ignores Armour Saves special rule.

In subsequent turns, the Plague Wind travels in a random direction and moves a number of inches equal to the roll of an artillery dice (if a misfire is rolled, the Plague Wind dissipates and is removed). The Wizard can infuse Plague Wind with more power, so that it uses the large round template instead. If they do so, the casting value is increased to 25+.

The Lore of Slaanesh

When a spell from the Lore of Slaanesh is successfully cast, roll a D6, plus one D6 for each unsaved Wound caused by the spell (if any). For The Lore of Pleasure and Pain each result of a 6 rolled, the Wizard's Weapon Skill, Initiative and Attacks are increased by 1 until the start of his next Magic phase.

Lash of Slaanesh is a direct damage spell with a range of 24". Extend a straight line 24" in length, within the caster's forward arc and directly from his base. Any model whose base falls under the line (determined using the line template) suffers a Strength 4 hit with the Armour Piercing (1) special rule. Any unit that suffers a casualty from this spell may not march in its next Movement phase.

Acquiescence is a hex spell with a range of 24". The target unit is subject to the Always Strikes Last and Random Movement (D6) special rules until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 48". If they do, the casting value is increased to 9+.

Pavane of Slaanesh is a direct damage spell with a range of 12" that targets a single enemy model (even a character in a unit). If successfully cast, the target must pass a Leadership test on 3D6. If failed, the target suffers 1 Wounds which Ignores Armour Saves for every point they failed the test by.

Remains in play. Hysterical Frenzy can be cast on any unit (friend or foe) within 24". If cast on a friendly unit, Hysterical Frenzy is an augment spell. If Hysterical Frenzy is cast on an enemy unit, it is a hex spell. For the duration of the spell, the target gains the Frenzy special rule (which is not lost if the unit is defeated in close combat). If the target unit already has the Frenzy special rule, that Frenzy grants +2 Attacks instead of just +1. In addition, for the duration of the spell, the target of Hysterical Frenzy suffers D6 Strength 3 hits at the end of each of the caster's Magic phases.

Slicing Shards is a magic missile with a range of 24" that inflicts D6 Strength 4 hits with the Armour Piercing (1) special rule. The target must then immediately pass a Leadership test or suffer a further D6 Strength 4 hits with the Armour Piercing (1) special rule. The target must keep testing its Leadership in this manner until a test is passed, or the target is removed as a casualty.

Phantasmagoria is a hex spell with a range of 24". Until the start of the caster's next Magic phase, the target unit must roll an additional D6 whenever it takes a Leadership test, discarding the lowest result rolled. The caster can choose to have this spell target all enemy units within 12". If they do so, the casting value is increased to 20+.

Cacophonic Choir is a hex spell with a range of 12". The target unit takes 3D6 hits that wound on a 4+ with the Ignores Armour Saves special rule. If at least one unsaved Wound is caused, the target unit is subject to the Always Strikes Last and Random Movement (D6) special rules until the start of the caster's next Magic phase. The Wizard can choose to extend the range of this spell to 24". If they do so, the casting value is increased to 19+.

Giant Special Rules

A Giant must test to see whether it falls over if any of the following apply:

  • If it is beaten in close combat. Test once results are established but before taking a Break test.

  • If it is fleeing at the start of the Movement phase.

  • When it crosses an obstacle. Test when the obstacle is reached.

  • If the Giant decides to Jump Up and Down on an enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a scatter dice. Place the small template in base contact with the Giant in the direction of the scatter dice, measured from the centre of the Giant's base. A model hit by a falling Giant suffers a Strength 6 Hit with the Multiple Wounds (D3) special rule. If the unit is in combat and the Giant has fallen over whilst attempting to Jump Up and Down, wounds inflicted by a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound. If the Giant is in combat then this wound counts towards combat resolution.

Once on the ground, a Giant may get up in his following Movement phase, but may not move in the Movement phase that turn. Whilst on the ground a Giant may not attack, but he can still defend himself after a fashion so the enemy must still roll to score hits on him. If forced to flee whilst on the ground the Giant is slain. If the Giant gets the opportunity to pursue his foes whilst he's on the ground he stands up instead. A Giant may attack in close combat as usual on the turn he stands up.

To determine what a Giant does in each Close Combat phase, pick a unit in base contact with the Giant and roll a D6 on one of the following tables. Which table you use depends on the size of the Giant's victim. If no suitable target is in base contact, roll again on the chart until you get another result.

Man-sized Things Chart

Use this chart when fighting Infantry, Cavalry, War Beasts or Swarms.

D6

Result

1

Yell and Bawl

2

Jump Up and Down

3

Pick Up and...

4-6

Swing with Club

Big Things Chart

Use this chart when fighting Monsters, Monstrous Beasts, Monstrous Infantry, Monstrous Cavalry, Chariots, War Machines, and Shrines.

D6

Result

1

Yell and Bawl

2-4

Thump with Club

5-6

'Eadbutt

Neither the Giant nor models in contact with it fight if they have not already done so this round. The Giant automatically wins the combat by 2 points or more (if both sides have a Giant that Yells and Bawls, the combat is a draw). This result has no effect against Animated Constructs.

The Giant must test to determine if it falls over. If it falls over, work out where it falls and calculate damage as already described. Any wounds caused by the fall count towards the combat result. Otherwise, it will inflict two Stomp attacks. A Giant that starts to Jump Up and Down will therefore continue to do so on the same target until it falls over, the target is destroyed, or the combat ends.

The Giant stoops down and grabs a single Character in base contact from the target unit (Giant player's choice). The Giant grabs the model and the player rolls a D6 to see what happens next:

D6

Result

1

Stuff into Bag: The model is effectively removed as a casualty and can do nothing whilst in the bag, but if the Giant should be slain, any enemy trapped in its bag are freed at the end of the battle, and no longer counts as casualties.

2

Throw Back into Combat: The victim is hurled into its own unit like a living missile. The victim suffers D3 Strength 6 Hits which Ignores Armour Saves, and D6 Strength 3 hits are inflicted on the unit (save as normal).

3

Hurl: The victim is hurled into an enemy unit within 12" of the Giant – randomly determine which. The victim is removed as a casualty, and the unit takes D6 Strength 3 hits. Unsaved Wounds from these hits count towards the Giant's combat result. If no enemy units are in range, treat this as a Throw Back into Combat result instead.

4-5

Squash or Eat: The model is removed as a casualty.

6

Pick Another: Treat the attack as if the Giant had rolled the Stuff into Bag result above, and then choose another victim. Roll again on this table to see what the Giant does with it.

The Giant fights using the Random Attacks (2D6) special rule this round.

The Giant chooses a single model from the target unit that is in base contact. The target may attempt to avoid the blow by passing an Initiative test (use the lowest if the model has several different values). If the test is failed, the model takes 2D3 wounds which Ignores Armour Saves. If a double is rolled the Giant cannot attack at all in the following round of the same combat.

The Giant automatically inflicts D3 wounds which Ignores Armour Saves. If the victim is wounded but not slain, then it loses all of its following attacks. If the target has not yet attacked in that combat round, it loses those attacks; if it has already attacked, then it loses the next round's attacks.

Reference Chart

Unit Name

Troop Type

Base Size (mm)

Beastlord

Infantry

25x25

Bestigors

Infantry

25x25

Bray-Shaman

Infantry

25x25

Centigors

Cavalry

25x50

Chaos Giant

Monster

50x75 or 50x50

Chaos Spawn

Monstrous Beast

40x40

Chaos Trolls

Monstrous Infantry

40x40

Chaos Warhounds

Warbeast

25x50

Cockatrice

Monstrous Beast

50x50

Cygor

Monster

50x100

Doombull

Monstrous Infantry

40x40

Dragon Ogre Shaggoth

Monster

50x50 or 50x75

Dragon Ogres

Monstrous Cavalry

40x40 or 50x75

Ghorgon

Monster

50x100

Ghorros Warhoof

Cavalry

25x50

Gorebull

Monstrous Infantry

40x40

Gors

Infantry

25x25

Gorthor the Beastlord

Infantry

25x25

Great Bray-Shaman

Infantry

25x25

Hag Tree

Monster

50x50

Harpies

Infantry

20x20

Jabberslythe

Monster

50x100

Khazrak One-Eye

Infantry

25x25

Malagor, The Dark Omen

Infantry

25x25

Manticore

Monstrous Beast

50x100 or 50x50

Minotaurs

Monstrous Infantry

40x40

Molokh Slugtongue

Infantry

25x25

Moonclaw, Son of Morrslieb

Cavalry

25x50

Morghur

Infantry

40x40

Mutants

Infantry

20x20

Preyton

Monstrous Beast

50x50

Ramhorn

Monster

50x100 or 100x150

Razorgor Chariot

Chariot

50x100

Razorgors

Monstrous Beast

50x50

Taurox, The Brass Bull

Monstrous Infantry

40x40

Tuskgor Chariot

Chariot

50x100

Ungor Raiders

Infantry

20x20

Ungors

Infantry

20x20

Ungrol Four-Horn

Infantry

20x20

Wargor

Infantry

25x25