Beastmen
In the dark forests of the Old World dwell the favoured
Children of Chaos: foul and unholy things that hate the world
and hide from the honest light of day. They serve no mortal
master, but belong heart and soul to the Dark Gods of Chaos.
Men call these creatures Beastmen for they are part-human and
part-beast, their twisted bodies a blasphemy of nature. They
have horns upon their bestial heads, claws and cloven hooves
adorn their limbs. Beastmen are wild and brutish creatures
that care little for other beings and despise the race of Men
above all else. They are cruel and brutal creatures who brawl
and fight amongst themselves when not venting their hatred
against mankind.
Beastmen are not natural creatures; they first came into existence when the polar gateway of the Old Ones collapsed, showering the world with corrupting warpstone. It worked a dreadful change on many of the ancestors of Men, causing severe mutations, and the descendants of the foul beasts born from that catastrophe still plague the dark places of the world.
Neither fully man nor fully animal, Beastmen willingly embrace their heritage of Chaos — they have the intelligence of a man, but employ it with the base cunning of a wild animal. To the people of the Empire, it is a deadly combination, for the Beastmen utterly despise the Humans who they can never be, filled with self-loathing that turns to aggressive hatred.
Malformed, base and evil, the Beastmen hate all natural and wholesome creatures. They are wild and crude creatures of animal lusts and an unpredictable, violent temperament. They have long, ridged horns with which to gore their foes, and the legs of cattle and goats with which to stamp the bodies of their victims into the mulch. Their slavering mouths are filled with long, wolf-like fangs perfect for tearing flesh from bone, and their robust, heavily-muscled frames are perfectly suited to sating the murderous desires that gleam in their blood-red eyes.

Beastmen army selector
Troop | Type | Attacks | Hits | Armour | Command | Unit size | Points per unit | Min/max | Special |
---|---|---|---|---|---|---|---|---|---|
Gor |
Infantry |
4 |
3 |
6+ |
- |
3 |
60 |
2/- |
*1 |
Ungor |
Infantry |
3/1 |
3 |
- |
- |
3 |
45 |
2/- |
*1 |
Bestigors |
Infantry |
4 |
3 |
5+ |
- |
3 |
75 |
-/2 |
- |
Minotaurs |
Infantry |
5 |
4 |
- |
- |
3 |
80 |
-/2 |
*2 |
Centigors |
Cavalry |
3/1 |
3 |
6+ |
- |
3 |
75 |
-/2 |
*3 |
Chaos Hounds |
Cavalry |
3 |
3 |
- |
- |
3 |
40 |
-/6 |
- |
Tuskgor Chariots |
Chariot |
3 |
3 |
5+ |
- |
3 |
95 |
-/4 |
- |
Dragon Ogres |
Monster |
6 |
4 |
5+ |
- |
3 |
230 |
-/1 |
*4 |
Chaos Spawn |
Monster |
3/3 |
4 |
3+ |
- |
1 |
110 |
-/2 |
*5 |
Dragon Ogre Shaggoth |
Monster |
8 |
8 |
5+ |
- |
1 |
160 |
-/1 |
*6 |
|
|||||||||
Beastlord |
General |
+2 |
- |
- |
9 |
1 |
125 |
1 |
- |
Doombull |
Hero |
+2 |
- |
- |
6 |
1 |
80 |
0–1 |
*7 |
Wargor |
Hero |
+1 |
- |
- |
8 |
1 |
80 |
-/1 |
- |
Bray Shaman |
Wizard |
+0 |
- |
- |
8 |
1 |
80 |
-/1 |
- |
Tuskgor Chariot |
Chariot Mount |
+1 |
- |
- |
- |
- |
+10 |
-/1 |
*8 |
Special rules
Army rules
- The things in the woods
-
Beastmen infantry do not suffer the usual -1 Command penalty when within woodland.
Special rules
- 1. Gor/Ungor
-
Up to half the Gor units (rounded down) and half the Ungor units (rounded down) may be designated as Ambushers. At the start of the game, you must inform your opponent how many units will Ambush. Ambushers may form Brigades or act as single units.
Ambushers are deployed during any Command phase, not at the start of the game. To deploy ambushers, nominate a character, the ambushing units and a point in a piece of dense terrain or a point on any board edge except the enemy’s. Issue an Ambush order to the point, which can be outside the character’s Command range. Apply distance and enemy proximity penalties, but ignore dense terrain penalties.
If the Ambush order is successful, place one stand from the unit at the point, then deploy the rest in formation around it. Brigade units form up within a full pace move of the first stand. If the nominated point is in dense terrain it must be chosen that every stand of every unit within the group must be at least partially within the terrain. No Ambusher may deploy within 1cm of an enemy stand.
After deployment, Ambushers may receive further orders if in the Command range, but the Ambush order counts as their first order. If the Ambush order fails, Ambushers cannot deploy that turn but can try again later in the game.
Once deployed, Ambushers operate like normal units.
Ungor have a shooting range of 15 cm.
- 2. Minotaurs
-
Minotaurs are subject for Bloodlust - they always use initiative to charge if possible and cannot be given orders instead. A unit with Bloodlust never use initiative to evade and must pursue or advance where possible. Also, it is immune to terror, cannot be driven back by shooting and never rolls for drive backs.
- 3. Centigors
-
Centigors have a shooting range of only 15cm and 360° vision - stands in this unit can draw line of sight from all edges for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.
- 4. Dragon Ogres
-
Dragon Ogres are immune to terror.
- 5. Chaos Spawn
-
Spawn units have -1 Command penalty unless part of a brigade that includes more non-Spawn units than Spawn units. Up to two Spawn units can be included in any brigade and do not count towards the maximum size of that brigade.
Spawn units cause terror in combat - enemies suffer the -1 Combat modifier for fighting terrifying creatures. Spawn units cannot be driven back by shooting and never roll for drive backs. Spawn units must pursue or advance if victorious in combat where it is permitted to do so.
Spawn units have a shooting range of 15cm and 360° vision - the unit can draw line of sight from all edges of its stand for the purpose of evading and shooting, including shooting at charging enemies. Note that this unit still needs Line of Sight from its front edge to charge an enemy.
- 6. Dragon Ogre Shaggoth
-
Dragon Ogre Shaggoth must always be given a separate order. It cannot be brigaded with other troops even with other Shaggoths.
Shaggoth has a great many hits, 8 in fact, which are almost impossible to inflict during even a fairly lengthy combat engagement. Because Shaggoths have so many hits we must consider the possibility of hurting the Dragon Ogre Shaggoth and reducing its effectiveness in subsequent turns. Therefore, if a Shaggoth 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 Shaggoth is badly hurt then 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 Dragon Ogre Shaggoth causes terror in its enemies.
- 7. Doombull
-
A unit joined by a Doombull cause terror. Also, Gors, Ungors and Bestigors joined by a Doombull will become subject to Bloodlust in the same way as Minotaur units, until the end of the following Beastmen Command phase.
- 8. Tuskgor Chariot
-
Beastlord or Wargors can ride a Tuskgor Chariot. A character riding a chariot adds +1 to his Attacks.

Beastmen spells
Traitor Kin
4+ to cast Range 30cm
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 Shaman 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 use it‘s Initiative. Any order given to the unit, or to any brigade of which the unit is a part, suffers a -1 Command penalty.
Hunting for Gore!
5+ to cast Range 30cm
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 spell can be cast on unengaged friendly unit within range regardless of whether the Shaman can see it or not. The spell affects only a single unit, never a brigade. The unit can be moved just as if it had received an order in the Command phase. Character stands that have joined the unit will not move with it - they remain where they are.
Chaos Bolt
5+ to cast Range 30cm
The dark power of Chaos pulses through the Shaman. A foul incantation flows from his mouth which calls down a mighty lightning bolt from the heavens above that strikes the enemy.
This spell can be cast on an enemy unit. The Shaman must be able to see his target to use this spell. The spell cannot be directed at a unit engaged in combat. The Chaos Bolt 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 a Chaos Bolt as with ordinary shooting.
Power of Herd
6+ to cast Range 30cm
The Beastman Herd rise on the Shaman’s command. Emboldened by his fervour they charge at the enemy with unbridled fury.
This spell can be cast on all Gor, Ungor and Centigor units engaged in close combat and within range regardless of whether the Shaman can see them or not. When the spell is successfully cast, each affected unit receives additional +1 Attack per stand (including character stands) for the duration of its first following combat engagement. Additional Attack bonus does not apply when these units advance into next enemies.