From the shadows of a tree-covered hilltop, a Beastlord surveyed the hamlet below. It was a feast day. The people would dance and drink late into the evening praising their false gods.

The shaman had been wise to guide the gors here. The humans had grown careless - beastmen had not raided the valley for many years. The rotting pallisade would not be able to contain all the villagers, visitors, pilgrims and traders. There were too few warriors, and by nightfall most of those would be in a stupor. He turned to the shaman and bared his teeth in a smile. The innocent flock below was well-fattened. That night would see the butchery commence.

Maybe one day the Old World will be a safe place. There will be no need for the great city walls or the armies. No need to fear the dark woods, no more prayers for deliverance from evil. You will not need to worry about your children or women, your husbands or loved ones.

Maybe one day, but not on this day.

In the North, the forces of Chaos test the defences, their warbands growing ever stronger. But that foe is far away, and is, or at least was human. No, it is the Children of Chaos who plague you dreams. They rule the Forest's dark heart, rampaging forth to slaughter whole villages in bestial fury before slipping back to the Wild Places with their booty of souls and slaves.

The raids are bad enough but, once in a while, the clans and tribes are united into a crude braying army. A mockery of the well-drilled forces of the civilized world, a beastman army more than makes up for in violence what it lacks in discipline.


UnitTypeAttackHits ArmourCommandUnit Sz Min / MaxPts
BeastLordGeneral+2--81195
GorHeroHero+1--81-/280
ShamanWizard+1--71-/170
UngorInfantry2/136+ *34/-45
GorInfantry346+ *32/-60
BestigorInfantry445+ -3-/2110
ChariotChariot446+ -3-/3130
MinotaurInfantry4**46+ **3-/3100
HarpiesMonster23- -3-/165
Chaos HoundsCavalry33- -3-/330
Chariot MountChariot Mount+1-- ---/2+10

*Gors and Ungors must roll 2+ on 1d6 to use initiative due to infighting
**Minotaurs must use initiative to charge, and must pursue an enemy. If all the enemy units are destroyed and no other enemy in advance range, they stop to eat the remains. If feeding minotaurs are then charged, they gain +4 attacks due to bloodgreed. Against undead, minotaurs do not stop to feed, and may be played normally.

Spells
Beastman shamen are revered by their fellows, having been granted magical powers by the gods themselves. In battles between two beastman armies, shamen are never killed if overrun by the enemy, but are moved 30cm towards the nearest friendly unit. Beastman heroes are no so revered and are slaughtered as normal.

Stampede 5+ 30cm
The shaman bellows an arcane, ullulating chant, and the beastmen are filled with wild and untamed energy and vigour. In a chaotic rush, they charge towards their enemy...
One unit within range (doesn't need to be in line of sight) may make a single movement during the magic phase, with no need to roll for orders.

Frenzy 6+ 30cm
The shaman unleashes the beastial fury of the beastmen, whipping them into a howling, frothing pack that slaughters their foe in a near-mindless orgy of violence
Every stand within 30cm of shaman gains +1 attack for the next combat phase.

Gale 5+ 30cm
A great gale springs up, tearing at the combatants, and throwing leaves and detritus high into the air. The enemy archers cannot see a sure target, and find their arrows scattered by the wind.
Missile shots and targetted spells against or by any units within 30cm of the shaman have a -1 penalty to hit. Therefore, units would usually need 5+ to hit, rather than 4+. This does not affect artillery shots which have too much energy. The wind lasts until the beastman army's following turn.

Taunt 4+* 30cm
The shaman mocks the enemy's prowess, defiles their fallen, gorily butchers captive slaves and generally taunts them until they can take it no more. Defying their officers they charge the Beastman lines.
A target enemy unit must move at full charge towards their nearest beastman unit, engaging if possible. Requires 5+ versus targets in defended positions and 6+ versus those in fortifications.

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