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2400pts Beastmen WAP list (Warhammer Armies Project) [2,400pts]

Standard (Beastmen) [2,400pts]


Lords [355pts]

Doombull [355pts]
Selections: General, Hand Weapon, Medium Armour [5pts], Shield [5pts]
Categories: L ,H
Rules: Bloodgreed, Fear, General, Impact Hits (D3), Slaughterer's Call, Swiftstride
Armour: Medium Armour, Shield, Model: Doombull, Weapon: Hand Weapon

Gifts of Chaos & Magic Items [110pts]


Selections: Gnarled Hide [15pts], Ironcurse Icon [5pts], Ramhorn Helm [15pts], Talisman of Preservation [45pts], The Brass
Cleaver [30pts]
Enchanted Item: Ironcurse Icon, Gift of Chaos: Gnarled Hide, Magic Armour: Ramhorn Helm, Magic Weapon: The Brass Cleaver,
Talisman: Talisman of Preservation

Armour Combat Missile Special Rules Ref

Rulebook
Medium
5+ 5+ v.1.81
Armour
p92

Parry (6+) (Only applies if used with a hand weapon.). **(Infantry armed with shields
Rulebook
get an additional +1 to their armour save against missile attacks to their front.
Shield 6+ 6+** v.1.81
However, no Troop Type gains any armour saves from shields against missile attacks
p92
to their rear.

Enchanted
Special Rules Ref
Item

Ironcurse The character (and any unit they are with) gain a Ward save (6+) against war machine Rulebook v.1.81
Icon weapons. p156

Gift of Chaos Effect Ref

Gnarled Hide The model gains Natural Armour (5+). Beastmen v.1.38 p113

Magic
Combat Missile Special Rules Ref
Armour

Ramhorn For every armour save the wearer passes, the bearer may immediately make Beastmen
6+ 6+
Helm a bonus attack at his basic S. v.1.38 p116

Magic
Range Strength Special Rules Ref
Weapon

The Brass The Brass Cleaver gives the wielder +1 A for each enemy model in base Magic Items
Combat
Cleaver contact. In a challenge, it only confers +1 A. v.0.9 p5

Model M WS BS S T W I A LD Type Ref

Doombull 6 6 3 6 5 5 5 5 8 Monstrous Infantry (Character) Beastmen v.1.38 p75

Talisman Special Rules Ref

Talisman of Preservation The Talisman of Preservation grants the bearer a Ward save (4+). Rulebook v.1.81 p152

Weapon Range Strength Special Rules Ref

Hand Weapon Combat Rulebook v.1.81 p88

Heroes [299pts]
Bray-Shaman [125pts]
Categories: H

Bray-Shaman [125pts]
Selections: Hand Weapon, Wizard Level 2 [35pts]
Rules: Beastmen Ambush, Primal Fury, Strider (Forest)
Miscast Table: Result, Model: Bray-Shaman, Weapon: Hand Weapon, Wizard: Bray-Shaman

Gifts of Chaos & Magic Items [15pts]


Selections: Opal Amulet [15pts]
Talisman: Opal Amulet

Miscast
1-3 4 5 6 7 8 9 10 11 12 Ref
Table

Lost
Concentration:
The opposing
Deamonic
player may
Poessession:
immediately
Calamitous The caster
cast any one
Detonation: suffers one S Dimensional
of their own
Centre the 10 hit and Cascade:
spells of the
Magical small loses a Centre the
same casting
Feedback: The Amnesia: round Wizard level large round
difficulty
Wizard and every Power The template and their template Damned by
Loss of rating or less.
model on the Drain: caster over the highest over the Chaos: The
Power: No casting roll Detonation:
same side within The forgets Wizard – levelled Wizard – Wizard is
The is required – The Wizard
12" that can casting how to every spell. If the every model immediately
Wizard the spell is and all
channel/generate player cast the model caster underneath removed as
cannot automatically models in Rulebook
power or dispel loses spell and underneath reaches the a casualty,
Result attempt cast – but it base v.1.81
dice suffer a S 4 D3 will not the Level 0, he template regardless
to cast can be contact p38
hit as a result of dice be able template stops (including of any
further dispelled by with him
the magical from to cast it suffers a S counting as the Wizard protective
spells the player suffer a S
backlash. The the again 10 hit a Wizard for – they do magic item
this whose turn it 10 hit.
Wizard cannot power during (including all purposes not benefit or rule they
phase. is as normal
attempt to cast pool. this the Wizard and from Look might have.
(by using
further spells this battle. – they do therefore will Out Sir! in
power dice in
phase. not benefit not be able this case)
the same way
from Look to use any suffers a S
as dispel
Out Sir! in arcane 10 hit.
dice). They
this case). magic items
need to beat
he is
the basic
carrying.
casting value
of the spell to
dispel it.

Model M WS BS S T W I A LD Type Ref

Bray-Shaman 5 4 3 3 4 2 3 1 7 Infantry (Character) Beastmen v.1.38 p65

Talisman Special Rules Ref

Opal One use only. The Opal Amulet bestows a 4+ ward save against the first wound suffered by the bearer, Rulebook
Amulet after which its power fades and it cannot be used again during the game. v.1.81 p153

Weapon Range Strength Special Rules Ref

Hand Weapon Combat Rulebook v.1.81 p88

Wizard Known Spell Max. Power Dice Per Bonus to Casting/Dispel


Wizard Ref
Level Spells Level Spell Value

Bray- Beastmen v.1.38


2 2 1-4 4 1
Shaman p65
Wargor [174pts]
Selections: Hand Weapon, Medium Armour [2pts], Shield [2pts]
Categories: H
Rules: Ambushers, Primal Fury, Strider (Forest)
Armour: Medium Armour, Shield, Model: Wargor, Weapon: Hand Weapon

Army Battle Standard [85pts]


Rules: Battle Standard Bearer

Magic Standard [60pts]


Selections: The Beast Banner [60pts]
Magic Standard: The Beast Banner

Armour Combat Missile Special Rules Ref

Rulebook
Medium
5+ 5+ v.1.81
Armour
p92

Parry (6+) (Only applies if used with a hand weapon.). **(Infantry armed with shields
Rulebook
get an additional +1 to their armour save against missile attacks to their front.
Shield 6+ 6+** v.1.81
However, no Troop Type gains any armour saves from shields against missile attacks
p92
to their rear.

Magic Standard Special Rules Ref

The Beast Banner The bearer and any unit he has joined have a +1 bonus to their S. Beastmen v.1.38 p116

Model M WS BS S T W I A LD Type Ref

Wargor 5 5 3 4 5 2 4 3 8 Infantry (Character) Beastmen v.1.38 p63

Weapon Range Strength Special Rules Ref

Hand Weapon Combat Rulebook v.1.81 p88

Core [606pts]

Gors [406pts]
Selections: Foe-Render [10pts], Musician [10pts], Standard Bearer [10pts]
Categories: C
Rules: Champion, Musician, Standard Bearer
Model: Foe-Render

47x Gor [376pts]


Selections: 47x Two/Additional Hand Weapons
Rules: Ambushers, Beastmen Ambush, Primal Fury, Strider (Forest), Unruly
Model: Gor, Weapon: Two/Additional Hand Weapons

Model M WS BS S T W I A LD Type Ref

Foe-Render 5 4 3 3 4 1 3 2 7 Infantry Beastmen v.1.38 p66

Gor 5 4 3 3 4 1 3 1 7 Infantry Beastmen v.1.38 p66

Weapon Range Strength Special Rules Ref

Two/Additional Hand Weapons Combat Parry (6+). Requires Two Hands. +1 A. Rulebook v.1.81 p89
Tuskgor Chariot [80pts]
Selections: 2x Tuskgor
Categories: C
Rules: Impact Hits (D6), Swiftstride
Model: Tuskgor, Tuskgor Chariot

Bestigor
Selections: Great Weapon, Light Armour
Rules: Primal Fury
Armour: Light Armour, Model: Bestigor, Weapon: Great Weapon

Gor
Selections: Spear (Mounted)
Rules: Primal Fury
Model: Gor, Weapon: Spear (Mounted)

Armour Combat Missile Special Rules Ref

Light Armour 6+ 6+ Rulebook v.1.81 p92

Model M WS BS S T W I A LD Type Ref

Bestigor 5 4 3 4 4 1 3 1 7 Infantry Beastmen v.1.38 p67

Gor 5 4 3 3 4 1 3 1 7 Infantry Beastmen v.1.38 p66

Tuskgor 7 3 4 2 1 Beastmen v.1.38 p76

Tuskgor Chariot 5 5 4 Chariot (Armour Save 6+) Beastmen v.1.38 p76

Weapon Range Strength Special Rules Ref

Great Rulebook
Combat +1 Requires Two Hands. Strength Bonus (1). -2 I.
Weapon v.1.81 p89

Spear Strength Bonus (1), +1 I (Both, only in the turn the unit charges and only Rulebook
Combat
(Mounted) against the charged unit). v.1.81 p89

Ungor Raiders [60pts]


Categories: C

10x Ungor Raider [60pts]


Selections: 10x Hand Weapon, 10x Short Bow
Rules: Ambushers, Beastmen Ambush, Primal Fury, Skirmishers, Strider (Forest), Unruly
Model: Ungor Raider, Weapon: Hand Weapon, Shortbow

Model M WS BS S T W I A LD Type Ref

Ungor Raider 5 3 3 3 3 1 3 1 6 Infantry Beastmen v.1.38 p69

Weapon Range Strength Special Rules Ref

Hand Rulebook
Combat
Weapon v.1.81 p88

Multiple Shots (2) (Only applies in turns the model has not moved. Cannot be Rulebook
Shortbow 18" 3
used to Stand and Shoot.). Volley Fire. v.1.81 p90

Ungor Raiders [60pts]


Categories: C

10x Ungor Raider [60pts]


Selections: 10x Hand Weapon, 10x Short Bow
Rules: Ambushers, Beastmen Ambush, Primal Fury, Skirmishers, Strider (Forest), Unruly
Model: Ungor Raider, Weapon: Hand Weapon, Shortbow

Model M WS BS S T W I A LD Type Ref

Ungor Raider 5 3 3 3 3 1 3 1 6 Infantry Beastmen v.1.38 p69

Weapon Range Strength Special Rules Ref

Hand Rulebook
Combat
Weapon v.1.81 p88

Multiple Shots (2) (Only applies in turns the model has not moved. Cannot be Rulebook
Shortbow 18" 3
used to Stand and Shoot.). Volley Fire. v.1.81 p90

Special [732pts]
Centigors [205pts]
Categories: S
Rules: Musician

10x Centigor [180pts]


Selections: 10x Spear (Mounted) & Shield
Rules: Beastmen Ambush, Drunken, Impact Hits (1), Primal Fury, Strider (Forest), Swiftstride
Armour: Shield, Drunken Table: Result, Model: Centigor, Weapon: Spear (Mounted)

Musician [10pts]
Rules: Musician

Standard Bearer [15pts]


Rules: Standard Bearer

Magic Standard [5pts]


Selections: Gleaming Pennant [5pts]
Magic Standard: Gleaming Pennant

Armour Combat Missile Special Rules Ref

Parry (6+) (Only applies if used with a hand weapon.). **(Infantry armed with shields
Rulebook
get an additional +1 to their armour save against missile attacks to their front.
Shield 6+ 6+** v.1.81
However, no Troop Type gains any armour saves from shields against missile attacks
p92
to their rear.

Drunken
1-2 3-4 5-6 Ref
Table

Drunken Stupor: The unit is Drunken Frenzy: The unit is Drunken Bravado: The unit is Beastmen
Result
subject to Stupidity. subject to Frenzy. subject to Stubborn. v.1.38 p78

Magic Standard Special Rules Ref

Gleaming Pennant One use only. A unit with this magic standard can re-roll its first failed LD test. Rulebook v.1.81 p157

Model M WS BS S T W I A LD Type Ref

Centigor 8 4 3 4 4 1 2 2 7 Cavalry Beastmen v.1.38 p78

Weapon Range Strength Special Rules Ref

Spear Strength Bonus (1), +1 I (Both, only in the turn the unit charges and only Rulebook
Combat
(Mounted) against the charged unit). v.1.81 p89

Chaos Trolls [301pts]


Categories: S

7x Chaos Troll [301pts]


Selections: 7x Hand Weapon, 7x Two/Additional Hand Weapons [21pts]
Rules: Fear, Natural Armour (6+), Regeneration (4+), Stupidity, Swiftstride, Troll Vomit
Model: Chaos Troll, Weapon: Hand Weapon, Two/Additional Hand Weapons

Model M WS BS S T W I A LD Type Ref

Chaos Troll 6 3 1 5 4 3 1 3 6 Monstrous Infantry Beastmen v.1.38 p80

Weapon Range Strength Special Rules Ref

Hand Weapon Combat Rulebook v.1.81 p88

Two/Additional Hand Weapons Combat Parry (6+). Requires Two Hands. +1 A. Rulebook v.1.81 p89
Minotaurs [226pts]
Selections: Musician [10pts]
Categories: S
Rules: Musician

6x Minotaur [216pts]
Selections: 6x Hand Weapon
Rules: Bloodgreed, Fear, Impact Hits (1), Swiftstride
Model: Minotaur, Weapon: Hand Weapon

Model M WS BS S T W I A LD Type Ref

Minotaur 6 4 3 5 4 3 3 3 7 Monstrous Infantry Beastmen v.1.38 p73

Weapon Range Strength Special Rules Ref

Hand Weapon Combat Rulebook v.1.81 p88

Rare [408pts]

Dragon Ogre Shaggoth [231pts]


Selections: Light Armour, Two/Additional Hand Weapons [6pts]
Categories: R
Rules: Immunity (Lightning Attacks), Immunity (Psychology), Large Target, Natural Armour (5+), Stomp, Swiftstride, Terror
Armour: Light Armour, Model: Dragon Ogre Shaggoth, Weapon: Two/Additional Hand Weapons

Armour Combat Missile Special Rules Ref

Light Armour 6+ 6+ Rulebook v.1.81 p92

Model M WS BS S T W I A LD Type Ref

Dragon Ogre Shaggoth 7 6 3 6 6 6 4 5 9 Monster Beastmen v.1.38 p86

Weapon Range Strength Special Rules Ref

Two/Additional Hand Weapons Combat Parry (6+). Requires Two Hands. +1 A. Rulebook v.1.81 p89

Dragon Ogres [177pts]


Categories: R

3x Dragon Ogre [177pts]


Selections: 3x Hand Weapon, 3x Light Armour, 3x Two/Additional Hand Weapons [12pts]
Rules: Fear, Immunity (Lightning Attacks), Natural Armour (5+), Swiftstride
Armour: Light Armour, Model: Dragon Ogre, Weapon: Hand Weapon, Two/Additional Hand Weapons

Armour Combat Missile Special Rules Ref

Light Armour 6+ 6+ Rulebook v.1.81 p92

Model M WS BS S T W I A LD Type Ref

Dragon Ogre 7 4 2 5 5 4 2 3 8 Monstrous Beast Beastmen v.1.38 p85

Weapon Range Strength Special Rules Ref

Hand Weapon Combat Rulebook v.1.81 p88

Two/Additional Hand Weapons Combat Parry (6+). Requires Two Hands. +1 A. Rulebook v.1.81 p89

Selection Rules
Ambushers: A unit with the Ambushers rule can choose to not deploy at the start of the battle. Instead, from Turn 2 onwards, the controlling player
rolls a dice at the start of their turn for each unit of their Ambushers that have yet to arrive. On a 1 or 2, the Ambushers have been delayed – roll for
them again next turn. On a 3 or more, the unit of Ambushers arrives, and will enter the board during the Remaining Moves sub-phase. If the
Ambushers do not turn up for the entire game, they are assumed to have got lost, and are treated as having fled the battle for the purposes of
determining the victor. Arriving Ambushers enter the battlefield from any point on any battlefield edge, and move on using the rules for
reinforcements. Note that a character may only join a unit deploying with Ambushers if they also have the same rule.

In addition, for every Core unit that deploys as Ambushers in your army, you are required to include at least one other Core Unit that does not deploy
using Ambushers. (Rulebook v.1.81 p70)
Battle Standard Bearer: Unless specified otherwise, the model that carries the battle standard cannot be the General.

The battle standard bearer is automatically killed if they flee from combat.

If a Battle Standard Bearer is in a unit, Refuses a Challenge and is subsequently moved to the rear of its unit, it loses the Hold Your Ground rule until
the end of the turn. Note, however, that if the Battle Standard Bearer has a magic standard its effects continue to apply as normal.

Combat Resolution Bonus


A battle standard adds +1 combat resolution in a close combat if it is in a friendly unit.
Hold your Ground!
Friendly models within 12" of the Battle Standard Bearer re-roll failed Panic and Break tests. This ability cannot be used if the Battle Standard Bearer
is also fleeing.

If your Battle Standard Bearer is a Large Target (or is mounted on one), then the range of their Hold Your Ground! ability is increased from 12" to 18".
(Rulebook v.1.81 p102)
Beastmen Ambush: Models with this rule have Ambushers, 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 Ambushers. Note that your Army General must deploy normally. (Beastmen v.1.38 p62)
Bloodgreed: 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 only pursue and overrun D6". (Beastmen v.1.38 p73)
Champion: "Follow Me!"
A unit that is accompanied by a champion may re-roll failed rolls to march due to nearby enemies, reform and restraining from pursuit. (Rulebook
v.1.81 p94)
Drunken: Roll a D6 for each Centigor unit at the beginning of each of their turns and consult the Drunken Table to see the effects of their rampant
alcoholism until the start of their next turn. (Beastmen v.1.38 p77)
Fear: Units in base contact with one or more models that cause Fear suffer -1 to their LD (including units that are Steadfast).
If the majority of the models in a unit cause Fear, they also gain Immunity (Fear), and ignore the -1 Leadership penalty. (Rulebook v.1.81 p72)
General: Inspiring Presence
Providing that the General is not fleeing, all friendly units within 12" may use their LD instead of their own (so rally your General first), unless specified
(such as having to test on their unmodified LD). War Beasts, Monstrous Beasts and Monsters (not including Monsters that are Mounts, Characters or
which have the Mixed Unit special rule) may not use the Inspiring Presence ability.

If your General is a Large Target (or is mounted on one), then the range of their Inspiring Presence ability is increased from 12" to 18".

If a unit taking a LD test has a modifier to its LD, this modifier still applies if the unit uses the General’s Leadership.

If a unit is Steadfast, it may use the LD of the General for Break tests if it is higher than their own LD after applying all negative modifiers from combat
resolution. Otherwise, they will use their own LD.

Every army must have a General. If your army includes both Lords and Heroes, you must choose a Lord to be the army's General. (Rulebook v.1.81
p102, 124)
Immunity (Lightning Attacks): Models with the Immunity rule ignore the effects of the rule(s) in the brackets. Note that in most of these cases, the
model only ignores the effects of the rule itself, the physical attack still cause damage as normal. Note that unless clearly specified, all attacks are
considered to be physical attacks.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror), the unit ignores the
effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they
might need to take (such as restraining from pursuit, being allowed to march near enemies and many spell effects or special rules that would
otherwise force a unit to take a Psychology test). However, they may never choose Flee! as a charge reaction. (Rulebook v.1.81 p74)
Immunity (Psychology): Models with the Immunity rule ignore the effects of the rule(s) in the brackets. Note that in most of these cases, the model
only ignores the effects of the rule itself, the physical attack still cause damage as normal. Note that unless clearly specified, all attacks are
considered to be physical attacks.

Immunity can also include Panic, Fear and Terror. If the majority of the models in a unit have the Immunity (Panic, Fear or Terror), the unit ignores the
effects of Panic, Fear or Terror and any such tests it would otherwise had to take.
Models that are Immune to all three above effects have Immunity (Psychology). This also includes automatically passing any Psychology tests they
might need to take (such as restraining from pursuit, being allowed to march near enemies and many spell effects or special rules that would
otherwise force a unit to take a Psychology test). However, they may never choose Flee! as a charge reaction. (Rulebook v.1.81 p74)
Impact Hits (1): The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set,
rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each
model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged.
Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a
unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits
between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the
armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits. (Rulebook v.1.81 p75)
Impact Hits (D3): The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set,
rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each
model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged.
Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a
unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits
between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the
armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits. (Rulebook v.1.81 p75)
Impact Hits (D6): The number of Impact Hits is shown in brackets after the rule. If a creature is granted two sets of Impact Hits, use the highest set,
rather than a total, before rolling. If a unit contains more than one model that inflicts a random amount of Impact Hits, always roll separately for each
model.

Impact Hits are only made on the turn the model makes a successful charge into close combat, and only against the unit the model has charged.
Impact Hits are resolved at the very beginning of the close combat, before challenges are issued and attacks of any other kind are made. They hit a
unit in base contact and are randomised as Automatic Hits. If the model is in base contact with more than one unit, randomise the Impact Hits
between them as evenly as possible. If the model with Impact Hits is not in base contact with the enemy, no Impact Hits are inflicted.

Impact Hits roll to wound using the S of the model making the Impact Hits. Any armour saves taken are done using the close combat value of the
armour, and Parry saves may not be taken. Any Wounds caused by Impact Hits are counted towards combat resolution.

Unless specified, any rules that apply to the model’s normal attacks do not apply to its Impact Hits. (Rulebook v.1.81 p75)
Large Target: Large Targets cannot claim cover modifiers from units and/or terrain with a Unit Strength less than 3. (Rulebook v.1.81 p75)
Musician: "Stand Fast!"
The side that has a musician in its front rank of one or more of its units wins any drawn close combat by 1, unless the opposing side has a musician
also, in which case they cancel each other out.

"Form on Me!"
If a fleeing unit has a musician, it may re-roll its LD test whenever it attempts to rally.

Swift Reform
A unit that is not fleeing and not engaged in combat can make a swift reform during the Remaining Moves sub-phase if it has a musician. A swift
reform is treated exactly like a reform manoeuvre, however the following exceptions apply:

A unit performing a swift reform may not change their formation by decreasing or increasing their ranks. The unit may only turn on the spot by
pivoting like a lone model.

A unit that has made a swift reform can immediately make a full normal move, even though a reform would normally prevent it from doing so. Note
that a unit that carries out a swift reform cannot march.

A unit that has made a swift reform can still shoot, although it will count as moving, whether or not it moves further after the reform has been
completed. This means that it will suffer the -1 modifier for moving and firing, and will not be able to shoot Move or Fire weapons. (Rulebook v.1.81
p95)
Natural Armour (5+): The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save
will be stated in brackets. Natural Armour can be combined with other armour as normal. (Rulebook v.1.81 p77)
Natural Armour (6+): The hide of some creatures forms a kind of natural armour that grants the model an armour save. The resulting armour save
will be stated in brackets. Natural Armour can be combined with other armour as normal. (Rulebook v.1.81 p77)
Primal Fury: At the beginning of each round of close combat, each engaged unit with Primal Fury must take a LD test. If the test is passed, that unit
gains Hatred until the end of the close combat phase. In addition, if the successful roll was a double, they also gain Frenzy for the until the end of the
close combat phase. (Beastmen v.1.38 p62)
Regeneration (4+): A model with Regeneration is permitted a special regenerate saving throw (indicated by the number in the brackets) after it has
failed any armour save or ward save it may have.

If the save is passed, the damaged flesh regrows. However, any Wounds caused against a model with Regeneration still counts towards Combat
Resolution, regardless of whether it has been saved or not. This rule is cumulative with other sources of Regeneration, to a maximum of 4+ (unless
specified).

Regeneration may not be used against Flaming Attacks, successful Killing Blows (including Heroic Killing Blow) or wounds caused due the unit being
Unstable. (Rulebook v.1.81 p78)
Skirmishers: Skirmish Formation
Skirmishers are deployed in a 'loose' formation, where the models are not placed in base contact, but are positioned roughly 1/2" apart. The models
in the unit must still face the same direction and the unit will still have a front, two flanks and a rear. All Skirmishers in a unit do not count as blocking
each other’s Line of Sight. As long as you can draw a Line of Sight from the front rank to the target, the second and subsequent ranks may fire too. In
addition, Skirmishers may be fielded in formations of less than five models wide, as long as they do not have more ranks than files.

When moving Skirmishers, you should measure from the location of each model before it moves and place it anywhere within its Mt Allowance (or
double its M Allowance if it is marching), except when there is a unit or impassable terrain in the way, the distance moved must include the distance
required to move around these obstacles.

Vanguard
Skirmishers (except models with Fly rule) automatically have Vanguard.

Skirmishers and Charging


If skirmishers declare a charge (or a charge reaction that does not involve fleeing) they tighten their loose formation into a 'normal' formation after
the charge distance is rolled and the chargers are moved. This happens 'for free' at the moment both units move into base contact. The unit
immediately forms up in base contact around the centremost model in the front rank (the Skirmishers' controlling player can choose which if the
front rank has an even number of models) that is also in base contact with the enemy.

The number of ranks, files and the formation's facing do not alter as the Skirmishers tighten up – all that happens is that models that were previously
spaced out are now in base contact with one another. This has the effect of rendering the Skirmishers' loose formation into a regular shape so that
other units can fight them in the normal way.

If the Skirmishers are not in base contact with an enemy in the Remaining Moves sub-phase, the controlling player must move them apart so that
they readopt their loose formation.

Free Reform
A unit of Skirmishers moves, wheels, marches and charges just like other troops. However, unless it charges, a skirmishing unit is allowed to reform
twice during its move; once before they move, and at the end of their move. The unit may do this even if it marches, provided that no model ends up
moving a number of inches higher than double its M value.

Feigned Flight
A unit of Skirmishers that chooses Flee as a charge reaction does not cause Panic from fleeing through friendly units and automatically rallies in its
next Compulsory Movement Phase. In addition, it is then also free to move during the remaining moves part of the Movement phase. The unit is also
free to shoot as normal (but always counts as having moved). Note that if the flee move of the Skirmishers do not take them beyond the charge reach
of their enemies, the unit suffers casualties as normal.

Fire on the March


Skirmishers can shoot even if they marched or reformed earlier in the turn (providing their weapon doesn't have Move or Fire). However, the normal -1
To Hit penalty for moving and shooting still applies.

Light Troops
All shots aimed at a unit of Skirmishers suffer an additional -1 To Hit penalty. Skirmishers always count as having zero ranks, and therefore cannot
claim a rank bonus, be steadfast, or disrupt an enemy with a flank or rear attack – they make supporting attacks as normal, however.

Characters
A character model that joins a unit of Skirmishers gains the Skirmisher special rule as long as they stay with the unit. A character on a mount cannot
join a unit of Skirmishers. (Rulebook v.1.81 p78)
Slaughterer's Call: Any unit accompanied by a frenzied Doombull or Gorebull is also subject to Frenzy. (Beastmen v.1.38 p75)
Standard Bearer: Combat Resolution Bonus
If a unit includes a standard bearer, it adds +1 to its combat result. (Rulebook v.1.81 p94)
Stomp: The model can make a Stomp in addition to its other close combat attacks. A Stomp has Always Strikes Last, and inflicts D6 (or D3 against
lone Infantry models and skirmishers) automatic hits, at the model's S, on one enemy Infantry, War Beasts or Swarm unit in base contact with the
model. (Rulebook v.1.81 p80)
Strider (Forest): Models with Strider will normally have a subset of Strider that is mentioned in the brackets. The rule only applies in terrain of the
specified type. Models with Strider treat that piece of terrain as open ground for the purposes of Movement, meaning they ignore any M penalties or
Dangerous Terrain tests otherwise caused by it. (Rulebook v.1.81 p80)
Stupidity: Provided that they are not engaged in close combat, a unit that contains one or more models with Stupidity must take a LD test at the start
of its Movement phase. If the test is passed, the unit will act normally this turn.
If the test is failed, it immediately moves directly forwards using the Random Movement (D6). The Stupid unit cannot take any further action that turn.
A unit that has failed a Stupidity test can still be forced to move, or perform any other action, by a spell, or other special rule/magic item.

Until they pass the Stupidity test again, models that have failed their Stupidity test have Immunity (Psychology), Random Movement (D6), cannot
choose to do a combat reform, and Wizards cannot attempt to cast or channel power dice or dispel dice. (Rulebook v.1.81 p80)
Swiftstride: When charging, units entirely made of models with Swiftstride and M 7 or higher roll 3D6, discard the lowest result, and add the result to
their M value. When fleeing or pursuing, they roll 3D6.

When charging, units entirely made of models with Swiftstride and M 6 or lower roll 2D6, and add the result to their M value. When fleeing or pursuing,
they roll 3D6, and discard the lowest result. (Rulebook v.1.81 p80)
Terror: Models that cause Terror also cause Fear, but with a -2 Leadership characteristic penalty rather than -1. In addition, the following rules apply.
Fear-causing models treat Terror-causing monsters as causing Fear, rather than Terror – this is an exception to the rule that makes Fear-causing
creatures immune to Fear. Terror-causing models have Immunity (Fear/Terror).

Run for your Lives!


If a Terror-causing creature declares a charge, the target unit must immediately take a Panic test. If the test is passed, all is well and the unit can
declare charge reactions normally. If the test is failed, the unit must make a Flee! charge reaction. Note that, if the target unit is not allowed to take
any charge reaction (if, for example, the Terror-causing unit charged as a result of a pursuit or a random move), then the target does not take this test.

If a unit wishes to declare a charge against an enemy that causes Terror, it must take a test to overcome its terror first. If the test is failed, it may not
declare the charge against the Terror-causing unit, but may choose to declare a charge against another unit following the rules for Redirecting a
Charge. If the test is passed, the unit may declare the charge as normal. (Rulebook v.1.81 p81)
Troll Vomit: Instead of attacking normally, the whole unit can choose to vomit on the enemy. Each model inflicts one automatic S 5 hit with no
Armour saves allowed. (Beastmen v.1.38 p80)
Unruly: All models with this follow the 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. (Beastmen v.1.38 p62)

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