RETINUE:
0-1 unit of Beastman Bestigors ............. 18 points each
Beastman Champion .......................... 65 points
Profile M WS BS S T W I A Ld
Bestigors 4 5 3 4 4 2 3 1 7
Champion 4 5 4 4 4 2 4 2 7
Weapons/Armour: Bestigors are armed with halberds and wear heavy armour.
Save: 5+
Options: Bestigors may carry shields (+1 point).
Standard Bearer and Musician: A unit of Bestigors may include a standard bearer and/or musician, each costing double the points value or an ordinary trooper. The unit may carry a magic standard. Bestigors may carry a magic standard of one of the gods of Chaos if you wish.
Leader: A unit of Bestigors may be led by a Beastman Champion who must be armed and equipped exactly like the rest of the regiment. A Beastman Champion may carry one magic item.
Special Rules:
Immune to Infight: Bestigors are immune to infighting
Panicing Ungors: Immune to panic caused by Ungors.
Beastman Caprigors .............................. 10 points each
Beastman Champion .......................... 60 points
Caprigors are more common than other Gors. They have curling or straight horns on their head like a sheep or goat. A Caprigor may have the entire head of a goat and often the goats legs as well.
Profile M WS BS S T W I A Ld
Caprigors 4 4 3 3 4 2 3 1 7
Champion 4 5 4 4 4 2 4 2 7
Weapons/Armour: Single hand weapon
Options: Any unit of Gors may be armed with halberds (+2 points), double-handed weapons (+2 points), or extra hand weapons (+1 point). They may have shields (+1 point) and/or light armour (+2 points).
Standard Bearer and Musician: Any unit of Caprigors may include a standard bearer and/or musician, each costing double the points value or an ordinary trooper. Any unit may carry a magic standard. Caprigors may carry a magic standard of one of the gods of Chaos if you wish.
Leader: Any unit of Caprigors may be led by a Beastman Champion who must be armed and equipped exactly like the rest of the regiment. A Beastman Champion may carry one magic item.
Special Rules:
Infight: Brays are affected by the rules for infighting.
Beastman Bovigors .............................. 10 points each
Beastman Champion .......................... 60 points
Bovigors are not quite so numerous as Caprigors. A Bovigor may bears cattle horns on its head, and often the entire head of a bull or ox. Bovigor's are often very competetive, and like to think that they are superior to other Gors. Most Bovigors believe that brawn is better than brain, many possessing a great deal of the former, and very little of the latter.
Profile M WS BS S T W I A Ld
Bovigors 4 3 3 4 4 2 3 1 7
Champion 4 5 4 4 4 2 4 2 7
Weapons/Armour: Single hand weapon
Options: Any unit of Gors may be armed with halberds (+2 points), double-handed weapons (+2 points), or extra hand weapons (+1 point). They may have shields (+1 point) and/or light armour (+2 points).
Standard Bearer and Musician: Any unit of Bovigors may include a standard bearer and/or musician, each costing double the points value or an ordinary trooper. Any unit may carry a magic standard. Bovigors may carry a magic standard of one of the gods of Chaos if you wish.
Leader: Any unit of Bovigors may be led by a Beastman Champion who must be armed and equipped exactly like the rest of the regiment. A Beastman Champion may carry one magic item.
Special Rules:
Infight: Bovigors are affected by the rules for infighting.
Beastman Bray .............................. 10 points each
Beastman Champion .......................... 60 points
The majority of Beastmen who are not Gors are called Bray. This name refers to the braying, whinnying and whooping cacophony that Beastmen make when they band together to fight or feast. Apart from lacking horns, there is very little consistency in appearance that distinguishes Bray from a Gor.
Profile M WS BS S T W I A Ld
Bray 4 3 3 3 4 2 3 1 7
Champion 4 5 4 4 4 2 4 2 7
Weapons/Armour: Single hand weapon
Options: Any unit may be armed with halberds (+2 points), double-handed weapons (+2 points), or extra hand weapons (+1 point). They may have shields (+1 point) and/or light armour (+2 points).
Standard Bearer and Musician: Any unit of Bray may include a standard bearer and/or musician, each costing double the points value or an ordinary trooper. Any unit may carry a magic standard. Bray may carry a magic standard of one of the gods of Chaos if you wish. Leader: Any unit of Bray may be led by a Beastman Champion who must be armed and equipped exactly like the rest of the regiment. A Beastman Champion may carry one magic item.
Special Rules:
Bray: The constant braying, whinning and whooping of the Brays causes fear in the eyes of there opponents.
Infight: Brays are affected by the rules for infighting.
Beastman Ungors ............................ 4.5 points each
Beastman Champion .......................... 60 points
Ungor translates to something like, 'not quite right Gors' or 'other Gors. Ungors have horns, but these are often only scabby little horns or peculiar misshapen version, much to their annoyance and the amusement of more lowly Beastmen.
Profile M WS BS S T W I A Ld
Ungors 4 3 2 3 4 1 3 1 6
Champion 4 5 4 4 4 2 4 2 7
Weapons/Armour: Single hand weapon
Options: Ungors may be armed with spears (+0.5 points) and shilds (+0.5 points).
Standard Bearer and Musician: Any unit of Ungors may include a standard bearer and/or musician, each costing double the points value or an ordinary trooper.
Leader: Any unit of Ungors may be led by a Beastman Champion who must be armed and equipped exactly like the rest of the regiment. A Beastman Champion may carry one magic item.
Special Rules:
Infight: Ungors are affected by the rules for infighting.
Skirmish: One Ungor unit in the army may skirmish. Ungors who are skirmishing are not affected by infighting.
Beastman Turnskins ............................ 5 points each
Beastman Champion .......................... 60 points
A Turnskin is a Beastman who was born human. Human mutants are not tolerated by most societies, and most are killed when they manifest themselves, or are driven from their homes to die lonely deaths. The toughest and most cunning manage to survive their physical and psychical rejection, and come to join up with band of Beastmen.
Profile M WS BS S T W I A Ld
Turnskin 4 3 3 3 3 1 3 1 6
Champion 4 5 4 4 4 2 4 2 7
Weapons/Armour: Single hand weapon
Options: Turnskins may be armed with spears (+1 point) and shilds (+1 point). One unit may be armed with short bows (+1 point)
Standard Bearer and Musician: Any unit of Turnskins may include a standard bearer and/or musician, each costing double the points value or an ordinary trooper.
Leader: Any unit of Turnskins may be led by a Beastman Champion who must be armed and equipped exactly like the rest of the regiment. A Beastman Champion may carry one magic item.
Special Rules:
Infight: Turnkins are affected by the rules for infighting.
Skirmish: One Turnskin unit in the army may skirmish. Turnskins who are skirmishing are not affected by infighting.
Minotaurs ................................... 42 points each
Minotaur Champion ............................ 115 points
Profile M WS BS S T W I A Ld
Minators 6 4 3 4 4 3 3 2 9
Champion 6 5 4 5 4 3 4 3 9
Weapons/Armour: Single hand weapon
Save: none
Options: Double-Handed Weapon (+2 points), Additional Hand Weapon (+1 point) or/and Light Armour (+2 points). May carry a magic standard.
Standard Bearer and Musician: Any unit of Minotaurs may include a standard bearer and/or a musician, each costing double the points value of an ordinary trooper. Any units may carry a magic standard. Minotaurs may carry a magic standard of one of the gods of Chaos if you wish.
Leader: If a unit consists of at least three Minotaurs, it may be led by a Minotaur Champion, If it contains at least 5 then it may be led by a Hero and if it contains 10 or more it may be led by a Lord.
Special Rules:
Bloodgreed: When Minotaurs taste blood they get wildy excited and lose control of themselves as they tear their enemy apart and feed. If Minotaurs break their hand-to-hand combat opponents then they never purse, instead they stop and begin to feed upon the remains. The Minotaurs will continue to feed until they make a successful leadership test at the start of one of the following turns. As Minotaurs have a high leadership value it is rare for them to spend long in bloodgreed, but while they are feeding they can do nothing else.
However, should the enemybe foolish enough to charge Minotaurs while they are feeding the Minotaurs stop feeding and become frenzied. The rules for frenzy apply. So long as they remain frenzied they are uneffected by Bloodgreed.
Fear: Minotaurs are huge brutish monsters that cause fear in other creatures. The psycology rules therefore fear apply.
Chaos Hounds
Chaos Hound..... 12 points
Caprigors Leader..... 12 points
Profile M WS BS S T W I A LD
Chaos Hound 6 4 0 4 4 1 4 2 6
Caprigors 4 4 3 3 4 2 3 1 7
Weapons/Armour: None.
Save: None.
Options: None.
Leader: Any unit of Chaos Hounds may be led by a Caprigors 'handler' (+12 points). He is armed with a sword of other hand weapon. He may wear light armour (+2 points), and may carry one of the following: double-handed weapon (+2 points), halberd (+2 points), or extra hand weapon (+1 point). He may have a shield (+1 point). He may not carry magic items, but otherwise acts exactly as a champion of a unit and is therefore allowed to make and accept challenges even though he is not, strictly speaking, a character model.
Special Rules: Chaos Hounds never have standard bearers or musician.
Beastman Chariots ............................ 88 points each
Chariots fight as individual models. They do not have to be used in units of five or more models. A chariot has a crew of two Beastmen Gors and is pulled by two Tuskgors.
Profile M WS BS S T W I A Ld
Gors 4 4 3 3 4 2 3 1 7
Tuskgors 6
Chariot - - - 5 5 3 1 D6-
Weapons/Armour: Single hand weapon
Save: None (Beastmen) or 4+ (Tuskgors).
Options: Any crewman may carry one of the following: double-handed weapon (+2 points) or halberds (+2 points). They may have light armour (+2 points) and/or shields (+1 point). Chariots may ahve scythed wheels (+20 points). One chariot may have a magic standard.
Warlords: If a Warlord's retinue includes a chariot, he may ride it into battle (replacing one of the crew models). The chariot remains part of the retinue and its cost is not added to that of the Warlords. No points adjustment is made for any crew that are replaced - the basic cost remains the same.