CHAOS BEASTMEN MORDHEIM

By Tommy Punk

The Beastmen are part man, part beast and the children of Chaos itself. Beastmen are savage fighters who combine the ferocity and strength of a wild animal with the human intellect. They are armed with a variety of stolen and crude weapons, where the strongest carry the best weapons. They often use crude shields with simple designs to show their devotion to the Chaos Gods.

Beastmen tribes vary in size from a dozen individuals to several hundred, and they often include the brutal Minotaurs or the shrieking Harpies. They are found in the deep forests of the Old World, emerging only to raid nearby settlements or to join up with a Chaos Army. A Chieftain defeats other Beastmen for leadership as his strength prevails and his cunning limits the number of factions or splinter groups. The Beastmen maintain a simple hierarchy: “If you can defeat an oncomer you can keep whatever weapon or piece of food you have in your possession”.

Many of the Beastmen are born by other beast, such as other Chaos creatures or warped animals, or born by human parents and abandoned in the forest like the Gaves. However Beastmen males and females do not differ much from each other and they both take part in battles. Perhaps the females are slightly more ferocious, especially if they fight near their offspring.

“The Chaos Gods has sent a gift to their children, a great meteor struck a human city and the price of the Chaos Gods belong to those who can fight for it. Many Beastmen warbands reached the city but found that many other humans and even other Chaos worshippers were already fighting in the ruins.

CHOICE OF WARRIORS 
A Beastmen warband must include a minimum of 3 models. You have 500 Fame Points to recruit your warband from and the maximum number in the warband is 12 models.

HEROES
Gave Your warband must include a Gave to lead it, he cannot be replaced if he is killed.
Shaman Your warband may include a single Shaman.
Caprigor Your warband may include a single Caprigor.
Bovigor Your warband may include a single Bovigor.
HENCHMEN
Brays Your warband may include any number of Brays.
Turnskins You may include up to five Turnskins in your warband.

STARTING EXPERIENCE

Gave starts with 20 exp.
Shaman starts with 12 exp.
The Caprigor starts with 8 exp.
The Bovigor starts with 8 exp.

BEASTMEN SKILL TABLES
Gave: Combat, Strength and Speed.
Shaman: Academic, Strength and Speed.
Caprigor: Combat, Strength and Speed.
Bovigor: Combat, Strength and Speed.

MUTATIONS
Any Beastman Hero may buy a single mutation when you create the warband. This can either be from page 76 in the Mordheim rulebook or from an alternative listing of mutations.

MIGHT IS RIGHT
Leadership among the Beastmen belongs to he who can claim it, the Leader of a Beastmen warband is regularly challenged to single combat when another contestor believes that he has grown strong enough to beat him. To work out if a contestor is present add up the Ld and Strength scores for all the Heroes, than add 1 point for each Strength skill that the Hero possesses. The Shaman never take part in these squabbles, he can get his will through anyway and is already feared and respected.

If a Hero has greater score then the Leader they will fight. Place the two models 6″ apart and the current Leader get the first turn, proceed with combat till one model is taken Out of Action. Both models will gain 1 exp for the fight and dont forget to work out Serious Injuries for the looser. The winner of the combat is the new Leader and gain the Leader skill.

INFIGTING
At the start of the Compulsury move phase each Bray and Turnskin model must pass a LD-test in order to move properly. If they fail your opponent can make a normal move with those models, but they may not disengage from combat or “commit suicide” by EG walking off the edge of a roof. The models may use the LD of the Leader if they are within range and gain another bonus of +1 if the Leader has a higher strength than his starting profile or has the Mighty Blow skill.

Max Characteristics

Profile M WS BS S T W I A LD
Beastman 4 7 6 4 5 4 6 4 9
Turnskin 4 6 6 4 4 3 6 4 9
Minotaur 6 6 2 5 5 4 5 4 9

 

BEASTMEN EQUIPMENT LIST

Hand-to-hand combat weapons:
Dagger (1st free) 2 FP
Mace 3 FP
Hammer 3 FP
Club 3 FP
Battleaxe 5 FP
Sword 10 FP
Flail 15 FP
Halberd 10 Fp
Spear 10 Fp
Double-handed weapon 15 FP
Missile weapons:
Throwing Axe 10 FP
Armour:
Shield 5 FP
Helmet 10 FP
Light armour 20 FP

 

TURNSKIN EQUIPMENT LIST

Hand-to-hand combat weapons:
Dagger (1st free) 2 FP
Club 3 FP
Spear 10 FP
Missile weapons:
Shortbow 10 FP
Armour:
Shield 5 FP
Helmet 10 FP

 

BEASTMEN SPECIAL EQUIPMENT
Throwing Axe Cost 10 Common
A throwing axe may be used in close combat as a normal axe, but you cannot throw a normal axe.

Maximum range: Two times the warriors Strength (eg S3=range 6″)
Strength: As user
Special rules: Thrown weapon, extra -1 save modifier in hand-to-hand combat, as the Throwing Axe is a thrown weapon a model suffer no penalties for moving and shooting. A warrior only have a single throwing axe and may therefore only throw it once per battle, he automatically recovers it after the battle or otherwise get himself a replacement.

HEROES

GAVE…………90 Fame Points
A Gave is an intelligent and cunning leader, with the strength needed to back up his leadership. The Gave was born by healthy human parents but as he showed visible mutations, and horns, he was put out in the forest to die. He didn’t die however as he was adopted by a Beastmen tribe to be raised among them in the deepest forests where the permanent camps are located. A Gave is seen as a gift from the Chaos Gods and often fights his way to become chieftain of a tribe.

Profile M WS BS S T W I A LD
Gave 4 5 3 3 4 2 4 1 8

 

Weapons and armour: A Gave can be equipped with weapons and armour from the Beastmen Equipment list.

SPECIAL RULES
Leader
: The Gave is the leader of the warband and any model within 6″ of him may use his Leadership characteristic when taking any Leadership tests.

0-1 Shaman…………80 Fame Points
The Shamans can hear the faint whispers of the Chaos Gods and functions as oracles and advicors to the chieftains.

Profile M WS BS S T W I A LD
Shaman 4 3 3 3 4 2 3 1 8

 

Weapons and armour: A Shaman can be equipped with weapons from the Beastmen Equipment list.

SPECIAL RULES
Wizard
: The Shaman is a wizard and may use Chaos Rituals, he starts with one randomly generated Chaos Ritual.

0-1 CAPRIGOR……………….60 Fame Points to attract
Caprigors have the entire head and legs of a goat and they take great pride in their horns, even more than Gors normally do. Beastmen with smaller and less impressive horns look to them for guidance and leadership.

Profile M WS BS S T W I A LD
Caprigor 4 5 3 3 4 2 3 1 7

 

Weapons and armour: Caprigors can be equipped with weapons and armour from the Beastmen Equipment list.

0-1 BOVIGOR……………..65 Fame Points to attract
Bovigors bear cattle horns on their head, and often the entire head of a bull or ox. They like to think that they are bigger and stronger than other Gors, which they are indeed. Most Bovigors believe that brawn is better than brain, possessing a great deal of the former, and little of the latter.

Profile M WS BS S T W I A LD
Bovigor 4 4 3 3 4 2 2 1 7

 

Weapons and armour: Bovigors can be equipped with weapons and armour from the Beastmen Equipment list.

Special Rules:
Bullrush: The Bovigor often lower their nasty horns and charge as a bull. When the Bovigor charges it can make a bullrush attack in addition to his normal attacks. The Bullrush strikes as if the Bovigor was armed with a spear and mounted, IE attacks first and with S+1.

HENCHMEN

BRAYS………………45 Fame Points to attract
Brays, or Gors as they are also known, can be distinguished by their horns which they take great pride in and polish, paint or decorate to enhance their natural lustre or shape. They carry better weapons than lower Beastmen and are strong and healthy as they win most fights over food.

Profile M WS BS S T W I A LD
Bray 4 4 3 3 4 2 3 1 7

 

Weapons and armour: Gors can be equipped with weapons and armour from the Beastman Equipment list.

TURNSKINS……………15 Fame Points to attract
A Turnskin is a Beastman who was born human but have mutated and was driven away from human society, those that survive often join up with a band of Beastmen who at least accepts him. If the Turnskin have horns they are sawned off so he can’t pass as a pure beastman, he was born a human and to the Beastmen he is and always will be a Turnskin.

Profile M WS BS S T W I A LD
Turnskin 4 2 2 3 3 1 3 1 6

 

Weapons and armour: Turnskins can be equipped with weapons and armour from the Turnskin Equipment list.

HIRED SWORDS

MINOTAUR……………….80 Fame Points to attract and +30 Fame Points in upkeep.
Minotaurs are twice the height of a man and their bulky bodies are crowned by a bull-head. Many have the cloven hindquarters of a beast and they are uncannily strong. Minotaurs often join up with Beastmen bands for fights and to feed on the bodies afterwards. Minotaurs love violence and bloodsheed and often go into frenzy tearing and gulping down chunks of meat from an already dead opponent.

May be hired: The Minotaur may be hired by Beastmen, Possessed and other Chaos warbands.
Rating: A Minotaur increases the warband´s rating by +25 points, plus 1 point for each Experience point he has.

Profile M WS BS S T W I A LD
Minotaur 6 4 2 4 4 3 3 2 9

 

Weapons and armour: The Minotaur can fight with his terrible horns and brute force! However they often fight with axes, clubs or heavy double-handed weapons. A Minotaur is equipped with with either a club and axe or a double-handed weapon.

Skills: The Minotaur may choose from Combat and Strength skills when he gains a new skill.

SPECIAL RULES
Fear
: A Minotaur is a huge and frightening monster that causes Fear.

Bloodgreed: When the Minotaur tastes blood it goes wild tearing the opponent apart and feeding on the raw body. When a Minotaur take an opponent Out of Action on a roll of 4+ it Frenzies.

Large: The Minotaur is a large target and any model may shoot at a Minotaur, even if its not the closest target.