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TRIAL BEASTMEN for HAIL CAESAR FANTASY v01

For the Warhammer/Warmaster Fantasy World

Infantry 50%+ At least half the units in the army must be made up of infantry.
Cavalry/Chariots up to 25% No more than one quarter of the units in the army can be Cavalry/Chariots.
Specials up to 25% No more than one quarter of the units in the army can be specials.
Divisions Divisions must contain at least 4 units and be led by a commander. Except up to two Divisions that can contain
1+ units of Cavalry/Chariots and Specials. Typically these fought on the flanks.
Maximum number of Shaman = Number of Divisions /2 rounded up.

TROOP VALUES
Type/Stats Clash Susta Short Long Morale Stam Special Points
ined Save ina Value
Infantry
Ungor Raiders 5 4 3 3/12 0 6 SK, Move 7.5”, Small, Eager+1, MoraleSave0-1, Reinf+1 25
Ungor Herd 6 5 2/0 6+ 6 LI+2, Move 7.5”+1, Eager+1, Reinf+1 25
Gor Herd 7 6 3/0 6+ 8 LI+2, Move 7.5”+1, Eager+1, Reinf+1, Stamina8+6 36

Cavalry/Chariots
Chaos Hounds 7 5 3/0 0 6 LC+4, MoraleSave0-1, x1.5 36
Tuskgor Chariots 7 7 3/0 4+ 6 LCh, Eager+1, x1.5 50

Specials
Bestigor Herd 8 7 3/0 4+ 8 HI+1, Despoilers+1, Eager+1, Fear+1, Reinf+1, Stamina8+6, 51
Strong+5
Razorgor Herd pack 4 3 2/0 5+ 4 LI+1, Small, Fear+1, Frenzied Charge, Strong+3 22
Minotaurs 8 7 2/0 5+ 8 MI, Move 7.5”, Big+1, Bloodgreed+1, Fear+1, Stamina8+6, 43
Strong+5
Chaos Spawn 7 0 0 3+ 4 HSCh, small, Chaos Spawn 17
Centigors/ Dragon Ogres 8 5 3/0 5+ 8 MC, Fear+1, Stamina8+6, Strong+5,Wild Fighters4+2, x1.5 63
Razorgor Chariots 10 6 3/0 3+ 6 HCh, Eager+1, x1.25 53
Harpies 4 4 2 6+ 6 LF, Fly, Feigned Flight+3, x1.75 39
Cygor 4 4 2 2/36 5+ 4 MI, Small, Move 7.5”+1 , Huge x1.5 (like Med Artillery) 44
Ghorgon 6 6 3/0 5+ 6 MI, Small, Move 7.5”+1, Bloodgreed+1, Heal+3, Huge x1.5 45
Giant 8 7 3 5+ 8 MI, Small, Move 7.5”+1, Stamina8+6, Huge x1.5 60
Jabberslythe 6 5 3/2 4+ 5 HF, Small, Fly, Hugex1.5, x1.5 68

Commanders
General 0-3 0-3 LR:8 Tyrant General, Reinforcements+1, 1* 13
Hero 0-2 0-2 LR:8, Reinforcements+1 13
Champion 0-1 0-1 LR:7 Reinforcements+0, (free) 0
Great Brae Shaman 0-2 0-2 IC Mage 19
Brae Shaman 0-1 0-1 IC Wizard 12

Commander Mounts
Tuskgor Chariot mount +2 +1 move 27”, x1.5 +4
Razorgor Chariot mount +3 +2 move 18”, x1.25 +6

Although Gor Herd, Bestigor Herd, Minotaurs, Centigors/ Dragon Ogres have Stamina of 8 they are standard frontage units, this represents their
hardiness and difficultly to kill.

Reinforcements (shortened to Reinf above)


In the initiative part of your turn including the first turn roll a D6 for each unit Reinforcements add the current turn to the dice sore and consult the
following table. If for some reason the unit cannot enter at the correct point, deduct one off the score until the unit can enter.
Some armies commanders can Reinforce, a LR:7 can roll once for himself and two units, a LR:8 can roll once for himself and three units, LR:9 can
roll once for himself and four units.
D6+Current Turn number (eg. D6=4 + Turn=3 score =7, so Appear on your right flank in enemies half of the table
0-3 delayed roll next turn
4 Appear on your own deployment table edge
5 Appear on your right flank in your half of the table edge
6 Appear on your left flank in your half of the table edge
7 Appear on your right flank in enemies half of the table edge
8 Appear on your flank in enemies half of the table edge
9 Appear on any table edge of your choice
Bloodgreed
When Bloodgreed units are winning a combat they add +1 to their subsequent attacks. Bloodgreed units can never perform a Sweeping Advance,
they are too busy feasting on their fallen foes.

Despoilers
When a Bestigor Herd destroyers a unit in combat, from that point on that unit adds +1 to all Break Tests.

Heal+3 – Ghorgon have Strength from Flesh, each turn they have two or more wounds the unit can roll 2D6 in the orders phase and if they roll 8 or
less they recover one Stamina. Only one Stamina can be recovered per turn. (eg Heal or Rally)

Chaos Spawn (7+16+4)x(Hch 1.25) / 2 (Last one round of combat) is a Heavy Scythed Chariot. (HSCh)
For 28mm figures mount on 80mm Frontage (Elephant base) and 10/15mm figures mount on 60mm frontage.
Chaos Spawn have the following special rules.
1. Frenzied Charge – Must charge with 3 moves allowed.
2. Defeated enemy become disordered , before taking a Break Test.
3. Are removed at the end of one round of combat.
4. Cannot support or be supported.
5. Do not count as a Broken unit in a division when removed.
Brae Shaman - Beastmen Spells

BRAY SCREAM 5+ to cast(Mage 4+),, Range – Touching, no LoS to enemy unit.


The Shaman’s enemies are assaulted and battered by unearthly piercing screams.
The Wizard can cast this spell if he has joined a unit in combat. The spell can be cast on any single enemy unit that it is touching the unit the Wizard
has joined. The target unit takes three attacks worked out in the usual way, except that no armour saves are made. Any hits scored are carried over
into the first round of combat and count as having been struck in the first round for purposes of working out combat results.

BESTIAL SURGE 5+ to cast (Mage 4+), Radius 6”, no LoS to friendly unit
The Shaman inflames the Beastmen’s uncontrollable urge to rend the foe limb from limb, causing them to surge forward in a roaring bellowing
mass.
The spell is cast on all unengaged friendly units within range regardless of whether the Wizard can see them or not. The units must move towards
the nearest enemy, with their Commanders, just as if it had received an order in the Command phase.

CURSE OF CHAOS 5+ to cast (Mage 4+), Range 18”, LoS to enemy unit.
An arc of pure energy strikes the foe, wreaking monstrous changes, melting flesh and twisting bones into monstrous form.
This spell can be cast on an enemy unit. The Sorcerer must be able to see his target to use this spell. The spell cannot be directed at a unit engaged
in combat. The Curse of Chaos is treated like three ordinary shooting attacks except that Morale Save has no effect (all targets count as having no
Morale Save).

Great Brae Shaman – Beastman Spells

HUNTING FOR GORE (VOICE OF COMMAND) 4+ to hit, Range 18”, no LoS to friendly unit
The Shaman’s magic power arouses in the herd an uncontrollable desire to tear asunder any enemy and feast on their bloody remains. Rows of wild
warriors charge headlong into their foes.
The Wizard's voice booms out across the battlefield directing troops above the tumult of combat with the magical Voice of Command.
The spell can be cast on any unengaged friendly unit within range regardless of whether the Wizard can see it or not. The spell affects only a single
unit. The unit can be moved just as if it had received an order in the Command phase. Commanders that have joined the unit will move with it.

RAGE OF CHAOS 4+ to cast , Range 18”, no LoS to a friendly unit in combat.


The Sorcerer screams a blasphemous litany to his dark gods. From the black gore that drenches the battlefield leaps a roaring daemonic shadow
that fights with great madness and ferocity.
This spell can be cast upon a friendly unit that is engaged in combat and which is within range. The Sorcerer does not have to be able to see the
target to cast the spell. The affect lasts for the duration of the following combat phase and the indicated bonus attacks are added to the unit's total
attacks each round.
The unit gains bonus Rage of Chaos attacks for the following combat phase. To determine the number of bonus attacks roll one D6 at a time and
add the results together. The player can roll as many D6 as he wishes up to a maximum of 3. The player always rolls one dice at a time and can
decide to stop at any point. However - if the player rolls a second or subsequent dice and scores the same value as any previously rolled dice, then
the total Rage of Chaos attacks are directed against the targeted unit instead of its enemy. Rage of Chaos attacks that rebound in this way are
struck only once in the first round of combat: they are not struck each round. Example, 1 + 4 + 6 = 11 extra attacks for the Chaos unit each round.
1+4+1 = 6 Attacks upon the Chaos unit in the first round.

SAVAGE DOMINION 5+, Range Table and Table Edge


The Bray-Shaman sends his mind hunting in to the wilds and possesses the largest creature he can find.
In the following and subsequent turns the Bray-Shaman can take over the mind of any one Ghorgon or Giant or Jabberslythe in the army and take
possession of it by ordering it in the Command phase as if the possessed creature had received a successful follow me order, this means the
creature makes a triple move.
The Bray-Shaman cannot move or cast other spells whilst he is casting Savage Dominion, if he does the link/spell is broken and the creature must
be ordered as normal. If the creature is Shaken whilst possessed by the Bray-Shaman then the Bray-Shaman falls into a coma and is removed from
play, the spell is broken.

Steve

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