Grade 1a — included in Australis 2027

Source: Empire in Flames · Setting: Empire in Flames

The Beastmen are brutish, wild and unnatural creatures that live in the deep forests. Anyone travelling through this untamed wilderness risks being attacked by these unpredictable raiders. Many of those who dwell within the forests around the outskirts of Mordheim claim that these vile creatures of Chaos outnumber mankind, though such statements are impossible to prove, for the Beastmen build no cities and do not create any structured form of society as such. Order and organisation are alien and hated by them, and they roam where they will, pillaging and killing for whatever they have need or want for. They willingly turn on each other, picking on the weakest amongst them for food and fun.

Beastmen naturally form into roaming warbands, though whether they do so consciously or merely instinctively is unknown. A small warband is able to move swiftly through the wilderness unnoticed, and can cover hundreds of miles each season as they travel where they will. They are led by the strongest and most ferocious of their kind, and if ever one within the warband senses a weakness in their leader, they will turn on him in a brutish leadership challenge that can only result in one of the two being killed and consumed by the victor. Literally thousands of these small warbands infest the dark forests of the Old World, preying upon travellers and farmsteads.

Beastmen are a crossbreed between men and animals, usually resulting in the horned head of a goat, though many other variations are also known to exist. They are divided into two distinct breeds: Ungors, smaller and more numerous twisted creatures that combine the worst qualities of man and beast, and Bestigors, a giant breed, a mix between some powerful animal and man. Bray Shamans are very special Beastmen, revered by all, for they are the prophets and servants of Chaos Powers.

Seven great Herdstones stand hidden in the forests surrounding the city of Mordheim. From there the Beastmen warbands come to raid the city, and the shards of the meteorite are seen as holy objects which can be sold to powerful Beastlords and revered Shamans in exchange for new weapons and the services of warriors. For the tribes of Beastmen the battles fought in Mordheim are part of a great religious war, an effort to bring down the civilisation of man which offends the Chaos gods.


Special Rules

Animals: Beastmen are fearsome creatures of Chaos that do not interact with other races other than in war. A Beastmen warband may never hire any Hired Swords unless specifically stated within the Hired Sword’s entry.


Choice of Warriors

A Beastmen warband must include a minimum of 3 models. You have 500 Gold Crowns which you can use to recruit your initial warband. The maximum number of warriors in the warband is 15.

  • Beastmen Chief: Each Beastmen warband must have one Chief: no more, no less.
  • Shaman: Your warband may include a single Beastmen Shaman.
  • Bestigors: Your warband may include up to two Bestigors.
  • Centigors: Your warband may include a single Centigor.
  • Gor: Your warband may include up to five Gor.
  • Ungor: Your warband may include any number of Ungor.
  • Minotaur: Your warband may include a single Minotaur.
  • Warhounds of Chaos: Your warband may include up to five Warhounds of Chaos.

Heroes

Beastmen Chief

Hero · Leader · 1 · 65 gc · Starting XP: 20

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Beastmen chieftains have gained their position through sheer brutality. He leads the Beastmen to Mordheim to gather the Chaos Stones to his Herdstone.

Weapons/Armour: The Beastmen Chief may be equipped with weapons and armour chosen from the Beastmen Equipment list.

Special Rules

Leader: Any warrior within 6” of the Beastmen Chief may use his Leadership characteristic when taking Leadership tests.


Beastmen Shaman

Hero · 0–1 · 45 gc · Starting XP: 11

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Beastmen Shamans are prophets of the Dark Gods, and the most respected of all the Beastmen.

Weapons/Armour: Beastmen Shamans may be equipped with weapons chosen from the Beastmen Equipment list, except that they never wear armour.

Special Rules

Wizard: A Beastmen Shaman is a Wizard and may use Chaos Rituals.


Bestigors

Hero · 0–2 · 45 gc · Starting XP: 8

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Bestigors are the largest type of Beastmen, the great horned warriors of Beastmen warbands. They are massive creatures with an inhuman resistance to pain.

Weapons/Armour: Bestigors may be equipped with weapons chosen from the Beastmen Equipment list.


Centigor

Hero · 0–1 · 80 gc · Starting XP: 8

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A Centigor is a disturbing cross between a horse or oxen and a Beastman. Being quadruped grants them great strength and speed whilst their humanoid upper torsos allow them to wield weapons. These beastcentaurs are powerful creatures but they are not particularly agile or dexterous.

Weapons/Armour: Centigors may be armed with weapons and armour chosen from the Beastmen Equipment list.

Special Rules

Drunken: Centigors are inclined to drink vast quantities of noxious beer and looted wine and spirits before battle, working themselves up into a drunken frenzy. Roll 1D6 at the start of each turn. On a roll of 1, they must test for stupidity that turn. On a roll of 2–5 nothing happens, and on a roll of 6 they become subject to frenzy for that turn. Whilst subject to either stupidity or frenzy, they are immune to all other forms of psychology.

Woodland Dwelling: Centigors are creatures of the deep, dark forests. They suffer no movement penalties for moving through wooded areas.

Trample: As well as their weapons, Centigors use their hooves and sheer size to crush their enemies. This counts as an additional attack, which does not benefit from weapon bonuses or penalties.


Henchmen

(Bought in groups of 1–5)

Ungor

Henchman · any number · 25 gc

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Ungor are the most numerous of the Beastmen. They are small, spiteful creatures, but dangerous in large masses.

Weapons/Armour: Ungor may be armed with weapons and armour chosen from the Ungor Equipment list.

Special Rules

Lowest of the Low: Ungor are on the lowest rung of Beastmen society and regardless of how much Experience they accrue they will never acquire a position of authority. If an Ungor rolls ‘That lad’s got talent’ it must be re-rolled.


Gor

Henchman · 0–5 · 35 gc

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Gor are nearly as numerous as Ungor but are larger and more brutish.

Weapons/Armour: Gor may be armed with weapons and armour chosen from the Beastmen Equipment list.


Warhounds of Chaos

Henchman · 0–5 · 15 gc

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Chaos Hounds are titanic, mastiff-like creatures which are insanely dangerous in combat.

Weapons/Armour: None. Apart from their fangs and nasty tempers, the Chaos Hounds don’t use weapons and can fight without any penalties.

Special Rules

Animals: Chaos Hounds are animals and never gain Experience.


Minotaur

Henchman · 0–1 · 200 gc

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Minotaurs are gigantic, bull-headed Beastmen. Fearsome and powerful, any Beastmen Chief will try to recruit a Minotaur into his warband if possible.

Weapons/Armour: Minotaurs may be armed with weapons and armour chosen from the Beastmen Equipment list.

Special Rules

Fear: Minotaurs are huge, bellowing monsters and cause fear.

Bloodgreed: If a Minotaur puts all of its enemies out of action in hand-to-hand combat, it becomes frenzied on a D6 roll of 4+.

Animal: A Minotaur is far more bestial than its Beastmen brethren and, although it may gain Experience, it may never become a Hero.

Large Target: Minotaurs are Large Targets as defined in the shooting rules.


Equipment Lists

Beastmen Equipment List

(Used by Chief, Shaman, Bestigors, Centigors, and Gor)

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Mace3 gc
Hammer3 gc
Battle Axe5 gc
Sword10 gc
Halberd10 gc
Double-handed weapon15 gc

Missile Weapons

None.

Armour

ItemCost
Light armour20 gc
Heavy armour50 gc
Shield5 gc
Helmet10 gc

Ungor Equipment List

(Used by Ungor only)

Hand-to-hand Combat Weapons

ItemCost
Dagger1st free / 2 gc
Mace3 gc
Hammer3 gc
Battle Axe5 gc
Spear10 gc

Missile Weapons

None.

Armour

ItemCost
Shield5 gc

Skill Table

CombatShootingAcademicStrengthSpeedSpecial
Chief
Shaman
Bestigors
Centigors

Beastmen Special Skills

Shaggy Hide

The Beastman’s massively shaggy hide acts as armour, deflecting sword strokes and protecting him from harm. The model gains a 6+ Armour Save that can be combined with other armour as normal.

Mutant

The Beastman may buy one mutation. See the Mutations section in the Cult of the Possessed warband rules.

Fearless

The model is immune to fear and All Alone tests.

Horned One

The Beastman has mighty horns, and can make an additional Attack with its basic Strength on a turn it charges.

Bellowing Roar

Only the Beastmen Chief may have this skill. He may re-roll any failed Rout tests.

Manhater

The model is affected by the rules for Hatred when fighting any Human warband.