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Beastman Army Selector WMR Conceptual v1.3 21.02.

2021 by Iain S

ARMY RULES
Pack Hunters. Beastmen Infantry units may ignore the –1 Command Penalty for dense terrain when in woods.
Warherd. Beastmen armies are very dangerous while they have momentum and numbers on their side but will quickly
falter if they meet determined opposition.
-When giving a Brigade order to 3 or 4 units of Infantry and / or Cavalry in this army, any character gains a +1 bonus
to their Command value.
-Any unit in this army that has not yet lost a stand, rolls one less dice than normal for drive backs. Any unit in this army
which has lost one or more stands, rolls one extra dice for drive backs.
-Any unit in this army that pursues an enemy unit in combat gains a bonus +1 attack per stand in the following pursuit
round, in addition to other pursuit bonuses. Any unit in this army which retreats in combat loses 1 attack per stand in the
following pursuit round.

SPECIAL RULES
1) Ambushers. Up to half the total number of Gor Herd units in the army, rounding down, and up to half the total number
of Ungor Herd units in the army, rounding down, may be fielded as Ambushers. It costs an additional +5 pts per unit to
upgrade a unit to be Ambushers. You must notify your opponent how many units of Ambushers you are fielding at the
start of the game. Any units upgraded in this way must be fielded as Brigades or single units of Ambushers. Ambushers
do not have to be deployed at the start of the game, instead you may choose to deploy them from Ambush them in any of
your Command phases. To deploy an Ambushing unit, nominate a character, then nominate a piece of dense terrain, or a
point on any board edge except the enemy edge. Issue an Ambush order from the character to the nominated point, which
can be outside the character’s normal command range. Apply any penalties for distance and enemy proximity but ignore
any dense terrain penalty. If the order is successful, place one stand from one of the Ambushing units on the nominated
point, then deploy the rest of the unit’s stands in formation around it as normal. If the unit forms part of a Brigade of
Ambushers, the remaining units in the Ambushing Brigade form up in formation with the first unit deployed, p rovided no
stand in the brigade is more than a full pace move from the first stand placed. No Ambushing unit can be placed within
1cm of any enemy stand. Once deployed, the Ambushing unit or Brigade may be given further orders by the same
character, provided they are in Command range, but counts the Ambush order as the first order given. If the Ambush order
is failed, the Ambushers may not be deployed that turn, but you may try again in subsequent turns in the same or a
different place. Once deployed, the Ambushing unit operates just like any other unit in the army.
2) Ungor Herd are equipped with short bows and may make a shooting attack with a range of 15 cm.
3) Minotaurs are filled with uncontrollable Bloodlust. They are Immune to Terror and never suffer –1 attack for fighting
Terrifying foes. They must use their Initiative to charge, and can never use their Initiative to Evade. Minotaurs gain +1
attack when charging enemies in the open in the same manner as Chariots and Monsters.
4) Centigors have a shooting attack with a range of 15cm, but can make shooting attacks from any edge of their base,
front side or rear. They can shoot at enemy chargers from all round.
5) Harpies can fly. They are based along the long edge of the stand like Infantry. Harpies cannot be joined by characters.
6) Giants represent any huge bestial creature such as a Cygor, a Ghorgon or an enormous Chaos spawn that are found in a
Beastman army. Giants must always be given a separate order. They cannot be brigaded with other troops, although
several Giants can be brigaded together if you so wish. If you attempt to give an order to a Giant and fail then you must
take a test to see what it does. Ignore potential blunders - these are taken into account by the following rules. Roll a dice
and consult the Giant Goes Wild chart. Where Giants are brigaded together roll for each separately. Giants have a great
many hits, 8 in fact, which are almost impossible to inflict during even a fairly lengthy combat engagement. Because
Giants have so many hits we must consider the possibility of hurting the Giant and reducing its effectiveness in
subsequent turns. Therefore, if a Giant has accumulated 5-7 hits by the end of the Shooting phase or Combat phase and is
no longer engaged in combat it is deemed to have been badly hurt. Once a Giant is badly hurt all accumulated hits are
discounted and its maximum Hits value and Attacks are halved for the rest of the battle (to 4 Hits and 4 Attacks). A Giant
causes Terror in its enemies.
Giant Goes Wild Chart
D6 On no! What's he doing now!
1 The Giant will neither move nor fight this turn but simply stands rooted to the spot looking dopey.
2 Move the Giant directly towards the nearest table edge. If he moves into another unit he will attack it regardless
of which side it is on. If victorious in combat the Giant will hold his ground.
3 The Giant picks up a rock, tree, abandoned cart, outhouse or whatever comes to hand and throws it at the closest
unit - friend or foe - that he can see. The object travels 5xD6cm and, if it travels far enough to hit its target, strikes with 3
Attacks worked out in the usual way.
4 The Giant moves straight forward at full pace in the direction he is facing in. If he reaches an enemy unit he will
attack as normal. If he reaches a friendly unit he will walk straight through and out the other side if there is room and he
has sufficient move. If he reaches a friendly unit and does not have sufficient move or enough room to walk all the way
through then he halts on contact. A friendly unit that is walked through or contacted in this way instantly becomes
confused for the remainder of the Command phase. Such a unit ceases to be confused at the end of the Command phase
along with other confused units.
5 The Giant moves towards the nearest enemy unit that he can see as fast as he can. If he reaches the foe he will
attack as normal. If friends are in the way he will walk through them causing confusion as described above.
6 The Giant gives a mighty bellow and rushes straight at the nearest enemy unit that he can see. Move the Giant at
double his normal full pace move. If he reaches an enemy unit, he fights by jumping up and down on the foe, furiously
doubling his Attacks value in the first round of combat.
7) A Doombull is a ferocious Minotaur Chieftain. Any unit joined by a Doombull is Immune to Terror.
8) Any Beastman character except a Doombull may ride a Tuskgor Chariot. It is a Chariot Mount and adds +1 attack to
the character.

BEASTMAN SPELLS
Bestial Surge 30 cm 5+ to cast The Shaman roars an ululating cry and the Herd charges forward.
The spell can be cast on any unengaged friendly unit that the Wizard has joined. The spell affects only a single unit, never
a brigade and there is no supporting charge possible. The unit can be moved just as if it had received an order in the
Command phase. The Wizard is moved together with the unit and remains joined with it. Other character stands that have
joined the unit will not move with it: they remain where they are.

Devolve 30 cm 5+ to cast The Shaman utters a terrible curse, mutating the enemy into unrecognisable forms.
This spell can be cast on an enemy unit. The Wizard must be able to see his target to use this spell. The spell cannot be
directed at a unit engaged in combat. Devolve is treated like three ordinary shooting attacks except that armour has no
effect (all targets count as having no armour). A unit can be driven back by the spell as with ordinary shooting.

Traitor Kin 60 cm 4+ to cast The Shaman dominates the beasts used by the enemy, turning them on their masters.
This spell can be cast on any enemy unit of Cavalry, Chariots or Monsters within range regardless of whether the Wizard
can see it or not. The spell takes effect until the end of the opposing player's next turn.
Whilst the spell lasts the unit cannot charge and if engaged in combat will not pursue or advance. Even units that are
otherwise obliged to charge, pursue, or advance will not do so if affected by Traitor Kin.

Savage Dominion 30cm 4+ to cast The Shaman unleashes the primal fury of the Beastmen to crush the enemy.
This spell can be cast on a friendly unit engaged in combat. The spell can be cast regardless of whether the Shaman can
see the target or not. The spell lasts for the duration of the following Combat phase. Every stand in the unit, including
characters that have joined the unit, adds +1 to its Attacks value.

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