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Beastmen Raiders
By Tuomas Pirenen,
as appeared in Empire in Flames
& Annual 2002 Errata.
Beastmen are brutish creatures, the Children of Chaos and Old Night. They
roam the great forests of the Old World, and are amongst the most bitter enemies
of mankind. The raging power of Chaos has given them a ferocious vitality which
makes them shrug off ghastly wounds and carry on fighting regardless of the
consequences. Even the Orcs are comparatively vulnerable to damage compared to
the awesome vitality of the Beastmen.
Beastmen are a crossbreed between men and animals, usually resulting in the
horned head of a goat, though many other variations are also known to exist. The
Beastmen are divided into to two distinct breeds: Ungors, who are more numerous,
twisted creatures that combine the worst qualities of man and beast, and Gors, a
giant breed of Beastmen, a mix between some powerful animal and man.
The Ungor are smaller Beastmen, who cannot compete with Gors in strength and
power. They may have one horn or many, but these won’t be recognized as those of
goat. Shamans are very special Beastmen and are revered by all Beastmen, for
they are the prophets and servants of Chaos Powers.
Each warband of Beastmen includes a mix of some Bestigor, Gor warriors and
Ungor who are the mainstay of the tribes. Seven great Herdstones stand hidden in
the forests surrounding the city of Mordheim. From there the Beastmen warbands
come to raid the city: Warherd of Thulak, Headtakers of Gorlord Zharak, the
Horned Ones of Krazak Gore, and many others.
The shards of the meteorite are seen as holy objects, which can be sold to
the powerful Beastlords and revered Shamans in exchange for new weapons and
services of warriors. For the tribes of Beastmen the battles fought in Mordheim
are part of a great religious war, an effort to bring down the civilization of
man which offends the Chaos Gods. After the taint of man has been wiped from the
face of the earth then the Beastmen shall inherit.
Appearance: Beastmen Gors stand some six-seven feet tall, and their
heavily muscled bodies are covered with fur. Ungor are lesser beastmen, no
larger than humans, but their tough bodies and vicious tempers easily make them
a match to any human warrior.
Beastmen wear little clothing, but often dress in the fur of their defeated
rivals. They usually carry the skulls of their vanquished enemies as these are
thought to bring good luck. While most Beastmen have dark brown skin and fur,
black-furred or even albino Beastmen are not unknown. Beastmen wear heavy
armlets and necklaces which serve as armor as well as decoration. Apart from
the most primitive clubs and wooden shields, the Beastmen make few weapons. It
is not the nature of Chaos to create, but to destroy.
Choice of Warriors:
A Beastman Warband must include a minimum of 3 models. You have 500 Gold
Crowns which you can use to recruit your initial warband. The maximum number of
warriors in the warband is 15, though some buildings in the warband’s encampment
may increase this.
Beastman Chief: Each Beastman Warband must have one Chief: no more, no
less!
Shaman: Your warband may include a single Beastman Shaman.
Bestigors: Your warband may include up to two Bestigors.
Centigors: Your warband may include a single Centigor.
Gors: Your warband may include up to five Gors.
Ungor: Any number of models may be Ungor.
Minotaur: Your Warband may include a single Minotaur.
Warhounds of Chaos: Your Warband may include up to five Chaos Hounds.
Starting Experience:
Beastman Chief starts with 20 experience.
Beastman Shaman starts with 11 experience.
Bestigors start with 8 experience.
Centigors start with 8 experience.
All Henchmen start with 0 experience.
Beastmen's Skill Tables
Chief may choose from the Combat, Strength, Speed or Special Skills.
Shaman may choose from the Combat, Speed or Special Skills.
Bestigors may choose from the Combat, Strength or Special Skills.
Centigors may choose from the Combat, Strength or Special Skills.
Beastmen's Maximum Characteristics
OEIF ERRATA: Page 71, Maximum Characteristics; Replace the entry with:
Profile
M
WS
BS
S
T
W
I
A
Ld
Ungor
6
6
6
4
4
3
7
4
7
Centigor
9
7
6
4
5
4
6
4
9
Minotaur
6
6
5
5
5
5
6
5
9
Others*
5
7
6
4
5
5
6
4
9
*This includes all the non-Centigor
Heroes and the Gor Henchmen.
Animals
Beastmen are fearsome creatures of Chaos that do not interact with other
races other than in war. A Beastmen warband may never hire any Hired Sword
unless specifically stated with the Hired Sword.
Beastmen's Equipment List
Beastmen
Ungor
Hand to Hand Weapons
Hand to Hand Weapons
Dagger
1st free/ 2 gc
Dagger
1st free/ 2 gc
Hammer/Mace
3 gc
Hammer/Mace
3 gc
Battle Axe
5 gc
Battle Axe
5 gc
Sword
10 gc
Spear
10 gc
Double Handed Weapon
15 gc
Halberd
10 gc
Missile Weapons
Missile Weapons
None
None
Armour
Armour
Light Armour
20 gc
Shield
5 gc
Heavy Armour
50 gc
Shield
5 gc
Helmet
10 gc
Heroes
1 Beastman Chieftain; 65 gold crowns to hire
Beastman chieftains have gained their position through sheer brutality. He
leads the Beastmen
to Mordheim to gather the Chaos Stones to his Herdstone.
M
WS
BS
S
T
W
I
A
Ld
5
4
3
4
4
1
4
1
7
Weapons/Armor: The Beastman Chieftain may be equipped with weapons
and armor chosen from the Beastmen Equipment list.
Special Rules:
Leader: Any Warrior within 6" of the Beastman Chieftain may use
his Leadership when taking Ld tests.
0-1 Beastman Shaman; 45 gold crowns to hire
Beastmen Shamans are prophets of the Dark Gods, and the most respected of all
the Beastmen.
M
WS
BS
S
T
W
I
A
Ld
5
4
3
3
4
1
3
1
6
Weapons/Armor: Beastman Shamans may be equipped with weapons chosen
from the Beastmen Equipment list except that they never wear armor.
Special Rules:
Wizard: A Beastman Shaman is a Wizard and may use Chaos Rituals
as detailed in the Magic section.
0-2 Bestigors; 45 gold crowns to hire
Bestigors are the largest type of Beastmen, the great horned warriors of the
Beastman Warbands. They are massive creatures with an inhuman resistance of
pain.
M
WS
BS
S
T
W
I
A
Ld
5
4
3
4
4
1
3
1
7
Weapons/Armor: Beastmen Gors may be equipped with weapons chosen from
the Beastmen Equipment list.
0-1 Centigors; 80 gold crowns to hire
A Centigor is a disturbing cross between a horse or oxen and Beastman. Being
quadruped grants them great strength and speed whilst their humanoid upper
torsos allow them to wield weapons. These beast-centaurs are powerful creatures
but are not particularly agile or dexterous.
M
WS
BS
S
T
W
I
A
Ld
8
4
3
4
4
1
2
1(2)
7
Weapons/Armor: Beastmen Centigors may be equipped with weapons chosen from
the Gor Equipment list.
Special Rules:
Drunken: Centigors are
inclined to drink vast quantities of
noxious beer and looted wine and spirits before battle, working themselves
up to a drunken frenzy. Roll 1D6 at the start of each turn. On a roll of 1,
they must test for stupidity that turn. On a 2-5 nothing happens and
on the roll of a 6 they become subject to frenzy for that turn.
Whilst the subject to both stupidity or frenzy they are immune
to all other forms of psychology.
Woodland Dwelling: Centigors are creatures of the deep,
dark forests. They suffer no movement penalties for moving through wooded
areas.
Trample: As well as their weapons, Centigors use their hooves and
sheer size to crush their enemies. This counts as an additional attack,
which does not benefits from weapon bonuses or penalties.
Henchmen
(In groups of 1-5)
0+ Ungor; 25 gold crowns to hire
Ungor are the most numerous of the Beastmen. They are small, spiteful
creatures, but dangerous in large masses.
M
WS
BS
S
T
W
I
A
Ld
5
3
3
3
3
1
3
1
6
Weapons/Armor: Ungor may be armed with weapons and armor chosen from
Ungor Equipment list.
Special Rules:
Lowest of the Low: Ungor are on the lowest rung of Beastmen
society and regardless of how much Experience they accrue they will never
acquire a position of authority. If an Ungor rolls "That lad's got
talent" skill, it must be re-rolled.
0-5 Gor; 35 gold crowns to hire
Gor are nearly as numerous as Ungor but are larger and more brutish...
M
WS
BS
S
T
W
I
A
Ld
5
4
3
3
4
1
3
1
6
Weapons/Armor: Ungor may be armed with weapons and armor chosen from
Beastmen Equipment list.
0-5 Warhounds of Chaos; 15 gold crowns to hire
Chaos Hounds are titanic, mastiff-like creatures which are insanely dangerous
in combat.
M
WS
BS
S
T
W
I
A
Ld
7
4
0
4
3
1
3
1
5
Weapons/Armor: None! Apart from their fangs and nasty tempers the
Chaos Hounds don’t have weapons and can fight without any penalties.
Special Rules:
Animals: Chaos Hounds are animals and never gain experience.
0-1 Minotaur; 200 gold crowns to hire
Minotaurs are gigantic, bull-headed Beastmen. Fearsome and powerful, any
Beastman Chief will try to recruit a Minotaur into his warband if possible.
M
WS
BS
S
T
W
I
A
Ld
6
4
3
4
4
3
4
3
8
Weapons/Armor: Minotaurs may be armed with weapons and armor chosen
from Beastmen Equipment list.
Special Rules:
Fear: Minotaurs are huge, bellowing monsters and cause Fear. See
Psychology section for details.
Large Target: Minotaurs are Large Targets as defined in the
shooting rules.
Bloodgreed: If a Minotaur
puts all of its enemies Out Of Action in Hand-To-Hand combat, it becomes Frenzied on a D6 roll of 4+.
Animal: A Minotaur is far more bestial than its Beastmen brethren
and although it may gain experience it may never become a Hero.
Beastmen Special Skills
Beastman Heroes may use the following Skill table instead of any of the
standard Skill tables available to them.
Shaggy Hide: The Beastman’s massively shaggy hide acts as armor,
deflecting sword strokes and protecting him from harm. The model gains a 6+
Armor Save that can be combined with other armor as normal.
Mutant: The Beastman may buy one mutation. See mutants Section on
special rules.
Fearless: Immune to Fear and All Alone tests.
Horned One: The Beastman has mighty horns, and can make an
additional Attack with its basic Strength on a turn it charges.
Bellowing Roar: Only the Beastman Chief may have this skill. He
may re-roll any failed Rout tests.
Manhater: Will be affected by the rules of Hatred when
fighting any Human warbands.