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7th Ed. Beastmen Rumors

Kroxigor

msinosic

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Rules

Army-wide Special Rules, Magic Lores, and Magic Items

Ambush is no longer dependant on the General - for every unit laying in Ambush, there must be one of equivalent or greater size on the table. Roll a D6 at the start of each turn for each Ambushing unit.
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Ambush Table
1: The unit comes onto the table, your opponent choosing which edge.
2-3: Roll again next turn.
4: The unit comes onto the table on your left hand table edge.
5: The unit comes onto the table on your rioht hand table edge.
6: The unit comes onto the table on an edge of your choice.
Unruly has been replaced by a new "Primal Fury" rule, whereby Gor Herds, Ungor Herds and Raiders, Bestigor Herds, Tuskgor Chariots, Minotaurs and Centigor Herds in combat may pass a Leadership test to gain Hatred (if passed on a double 1, Hatred and Frenzy are gained). The Beastlord allows a re-roll of this.

The Chaos Lores have been replaced by the Lore of the Wild, which has 7 spells, running from 0-6.
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0: Bestial Surge - Cast on a 7+, the unit may make a free move, but may not use this to charge.
1: Viletide - Cast on a 7+, 24" Range Magic Missile, 5d6 S1 Hits
2: Devolve - Cast on a 9+, Enemy units within 12" take a Leadership Test, losing wounds equal to the amount they failed by, with no Armour Save allowed.
3: Bray-Scream - Cast on a 10+, One friendly character within 12" may use a S3 Breath Weapon with no Armour Save allowed.
4: Traitor-Kin - Cast on a 10+, All enemy models within 12" riding a mount of any kind suffer a number of attacks equal to their mount's attacks, at the same Strength, with no Armour Save bonus for being mounted or barded. The same applies to the handlers of Monsters and the riders of Chariots.
5: Mantle of Ghorok - Cast on a 13+, One friendly character within 6" gains +d6S and +d6A (max 10), if one or more 6s are rolled, the character suffers a wound with no saves of any kind allowed.
6: Savage Dominion - Cast on a 16+, You may 'summon' a new Giant, Gorgon Cygor or Jabberslythe, entering play at any point on a table edge and moving as if returning from pursuing an enemy off the board. While the monster is on the board, the wizard that cast this spell may not cast another spell, nor may he "dismiss" the model voluntarily, and if he dies the monster immediately disappears. Every time the monster takes a wound, the wizard must pass a Toughness Test or also suffer a wound with no saves allowed.

Magic Items include:

Nangelder: The wielder causes Terror. In addition, models wounded by the wielder suffer a -1Ld penalty for every wound.
Scimitar of Skultar: +D3 Attacks. If a 6 is rolled for bonus attacks then the wielder's attacks ignore Armour Saves for this turn. Two-handed.
Hunting Spear: A Magical Spear. May also be used as a Bolt Thrower, which may shoot after moving (not marching) and may be used to Stand-and-Shoot.
Axes of Khorgor: +1A, the wielder may re-roll failed "To Hit" rolls. Two-handed, and cheaper.
Stonecrusher: +3S. The wielder has S10 against Steamtanks, Chariots, Warshrines, Corpse Carts etc. NOT a Great Weapon.
Brass Cleaver: The wielder may make a single bonus attack against each enemy model in base-to-base contact.
Everbleed: Whenever the wielder inflicts a wound on an enemy model, roll a D6. On a 6, the model suffers another wound with no saves of any kind allowed, and you must roll again until you do not roll a 6.
Unnamed Weapon: The wielder treats the opponent's Leadership as his Strength. 100pts.
Unnamed Weapon: A magical Great Weapon. The wielder may re-roll all failed "To Hit" rolls.
Unnamed Weapon: The wielder has Killing Blow. In addition, if the wielder kills an enemy character in a challenge, they (and any unit they are with) become Unbreakable and cause Terror.
Unnamed Weapon: Bray-Shaman only. Put aside every model killed by this weapon - they may be used as one-use Power Dice by the wielder.
Trollhide Armour: Light Armour, Confers Regeneration upon the wearer. 50pts.
Unnamed Talisman: Confers a 2+ Ward Save against Flaming Attacks upon the bearer, and a 4+ Ward Save against Flaming Attacks for the unit he is with.
Horn of the Great Hunt: Beastlord/Wargor only. Bound Spell, Level 3. Contains the spell "Bestial Surge" with a range of 36".
Horn of the First Beast: Beastlord/Wargor only. All Beastmen within 36" of the bearer may re-roll failed Primal Fury rolls.
Crown of Horns: The wearer and any unit he is with is Stubborn. 75pts.
Stone of Spite: Bound Spell, Power Level 5. One Use Only. All enemy Arcane Items within 18" of the user are destroyed. The bearer of each item that is destroyed takes D6 S4 hits. 25pts.
Unnamed Enchanted Item: The bearer may force the opponent to re-roll a result on the Miscast table.
Herdstone Shard: Mark one spot within your deployment zone. All friendly wizards casting a spell within 6" of this spot may roll an additional "free" power dice every time they cast a spell.
Staff of Darkoth: Bray-Staff. Bound Spell, Power Level 3. Casts "Viletide".
Unnamed Arcane Item: The Shaman with this item may Scout.
Banner of Rust: All units (enemy or otherwise) within 6" suffer a -1 penalty to their Armour Save. Units in Base-to-Base contact with the banner suffer a -2 penalty. This does not affect Scaly Skin saves. 50pts.
Unnamed Banner: The unit carrying this banner has +1S. 75pts.

Alongside Magic Items, "Gifts" will be available in the same way as WoC Gifts, operating on the same budgetary lines. Bonuses like Scaly Skin or extra Attacks will be available, as well as more esoteric abilities like Breath Weapons.

There are NO Marks of Chaos in the army.

Lords & Heroes

Beastlord/Wargor – Ld 9, T5, with appropriate price hikes. May take Chaos Armour. May be accompanied by a 'pet' Revered Beast Spawn. Allows any unit he has joined to re-roll their "Primal Fury" roll.

Great Bray-Shaman/Bray-Shaman – T5, with price hike. Beast Spawn as above, access to new Lore. Bray-Staff may come as standard.

Doombull/Gorbull – S5, with price hike. The Doombull does not allow Minotaurs as Core. The Gorbull is a hero-level Doombull who may be the BSB. Both cause D3 Impact Hits on the charge. Any Gorbull or Doombull may declare The Slaughterer's Call at the start of the turn - all Minotaurs lose Primal Fury and gain Frenzy.

Core

Gor Herds - A ranked unit, with no price change. Ld7 base - Foe Renders no longer provide +1Ld. Equipment options as now, at 1pt/model each.

Ungor Herd - A ranked unit, with Shields and the option for Spears. 20x20mm bases. A cheap Special Character is available as a Champion. 5pts per model.

Ungor Raiders - A skirmishing Ungor unit, with Shortbows and BS3. 20x20mm bases. 6pts per model.

Warhounds - As in WoC.

Tuskgor Chariot – Tuskgors are S4, but no longer gain +1S on the charge. 5pts cheaper.

Special

Bestigor Herds – Bestigors may capture enemy Standards upon winning a round of combat, thereby depriving them of their bonuses - this allows the Bestigors to gain the bonuses of the captured standard themselves.

Centigor Herd – Not Fast Cavalry. New Drunken Rules, rolled for at the start of the game (as Eye of the Gods or Possessed).
Code:
Code:
Drunken Table
1-2 = +2I
3-4 = -1M, Re-roll failed Primal Fury
5-6 = Stubborn

Minotaurs – S5, 55pts. Options for Additional Handweapons, Great Weapons, Shields, and Full Command. The only "Ogre-Sized" infantry in the list. Frenzied upon winning a round of combat, gaining an additional attack per round of combat won as they go deeper into their bloodgreed. Only ever pursue and overrun D6". Cause one impact-hit on the charge.

Razorgor - A warthog-esque unit of monsters. M7, S5, T5, 4A. +1S on the charge.

Razorgor Chariot – Ridden by Bestigor, pulled by Razorgor. Very hard-hitting.

Harpies - As in the Dark Elf book. May Scout for +6pts per model.

Rare

Chaos Giant – As in WoC book, with no Marks available.

Cygor - Cyclops monster, with WS2, S6, T5, W5, A6 and Ld8. It may move-and-shoot as a Stone Thrower with no minimum range, and re-roll failed hits against Undead, Daemons, and models with Ward Saves. In addition, wizards attempting to cast a spell within 24" must pass a Ld test - if they fail, any of their failed casting attempts this turn also count as Miscasts.

Spawn – As in WoC book. Possibility of slight changes with regards to "Marks".

Gorgon – A new monster, a great mutated Minotaur. Movement 8 and stats in the 5s, with Impact Hits and Killing Blow. May sacrifice its attacks to make a single attack which causes Killing Blow on a 4+. Upon causing a Killing Blow, it regains D3 Wounds.

Jabberslythe - A new monster, based around the Jabberwock of Wonderland fame. A Flying, Terror-Causing Large Target with Poisoned Attacks and Poisoned Blood. Any enemy unit within 12" that can draw Line of Sight to the Jabberslythe must make a Ld Test or take a number of wounds equal to the amount they failed by, with no Armour Saves allowed. This does not affect units that are Immune to Psychology.

Special Characters

All the Special Characters from the last book will return in this one. New ones talked about include:
- A Centigor character by the name of Ghorros Warhoof, with special Drunken rules, MR2, a Unicorn Helm, Hates Wood Elves, and a magical Great Weapon. All Centigor units gain +2WS and are Core. As his name suggests, he has hooves rather than claws.
- A Bray-Shaman by the name of "Malagor the Dark Omen", with a feather-lined cloak. He is a Level 4 Wizard who may fly, and gains +1 to his casting attempts for every successful spell he has cast this Magic Phase. Units rolling for Primal Fury within 6" gain Frenzy and Hatred on any passing roll of a double, rather than just a double one.
- A Doombull clad in brass daemon-armour that gives him a 1+ save. 6 Strength 6 attacks. Any attack against him that rolls a 6 to hit and a 6 to hit wound instantly kills him.
- A Shaman who causes random wounds on enemy units pre-game.
- A Beastman riding a two-headed monster.
- A four-horned Ungor champion upgrade, a level 1 Wizard.
- Morghur returns, as a hero-level Spawn character that allows you to convert friendly units into Spawn. Sadly, he's been very toned down.
- Khazrak now allows you to re-roll the Ambushing D6, as well as having a 2+ Armour Save and ignoring the magical effects of weapons.
 
msinosic said:
Cygor - Cyclops monster, with WS2, S6, T5, W5, A6 and Ld8. It may move-and-shoot as a Stone Thrower with no minimum range, and re-roll failed hits against Undead, Daemons, and models with Ward Saves. In addition, wizards attempting to cast a spell within 24" must pass a Ld test - if they fail, any of their failed casting attempts this turn also count as Miscasts.
A cyclops anti-scorceror minotaur which can only see the windows of magic, and sees the real world as shadows. Scary stuff for high-magic armies, so Slann watch out!
 
A slann is unlikely to fail a Ld test xD

From what I can see of the list their magic has very high casting values yet they don't have any/many ways of generating lots of PD, did I miss something?
 
Dumbledore said:
From what I can see of the list their magic has very high casting values yet they don't have any/many ways of generating lots of PD, did I miss something?

Possibly preparing them for the rumoured overhaul of the magic system in 8th ed, later this year?

I have little interest in beasts, though I have a friend who is a beast player. If he shelves his Dwarfs I guess I will have to learn the new beasts. I would be interested to see some of the new models, which I believe are on the GW website already, but haven't got around to looking yet.
 
Haha, no way to generate more power dice?

Herdstone Shard: Mark one spot within your deployment zone. All friendly wizards casting a spell within 6" of this spot may roll an additional "free" power dice every time they cast a spell.

All their shamans have becalming cognition... haha

Unnamed Weapon: Bray-Shaman only. Put aside every model killed by this weapon - they may be used as one-use Power Dice by the wielder.

I think the writers were good to Beastmen. They have a lot of monsters now and some really cool spells (the only one I'm unsure about is the first spell that makes them move but not charge and the 6th spell).

I was kind of putting some stuff together on Army builder based on the old rules and so I'm a little sad that the Doombull doesn't make minotaurs core... Also, minotaurs can only ever pursue d6"! Why? I do like the new blood greed though... frenzy and +1 attack each for each combat they win??!?! They do cost the same as kroxigors now too...

Oh, and they get AWESOME magic weapons.

I like the list because it doesn't seem to make some army types unplayable (aka, if you had lots of Gors and Ungors now you get lots of flankers, chariots have been weakened somewhat but chariots are always good).
 
Personally I'm just disappointed with the Bestigors... a point more expensive than Saurus and with one less attack? Gonna have to give me more than that to go back to BoC...
 
We proxied a game yesterday Beastmen vs Empire and I have to say I like the Army. I don't have a turn by turn battle report prepared, it was just a friendly game, but I can summarize.

My list:

Wargor (general, goes in a herd of gors)
Additional Hand weapon
Heavy Armor
Shield

Wargor (Beastigors)
BSB
Extra Arms
Scaly Skin upgrade
AP in close combat
Addition HW
HA
SH

Bray Shaman (Gors)
LVL 2
AHW
Chalice of Dark Rain

14 Gors
Musician
Standard
AHW

14 Gors
Musician
Standard
AHW

5 Ungor Raiders

5 Ungor Raiders

5 Ungor Raiders

5 Centigors
Ghorros Warhoof
Musician

11 Beastigors
Standard
Musician

1 Razorgor


His list:

Luthor Huss

22 spearmen
6 handgunner detachment
5 handgunner detachment

20 spearmen
6 handgunner detachment
5 handgunner detachment

Great Cannon

Great Cannon

Great Cannon

Steam Tank




In the deployment phase we put a hill in his deployment zone and two forests off to the sides in the middle.

No spells really went off this game and the most notable points were when my centigors charged the steam tank in the flank (it failed it's second test to generate steam points) and knocked it down to 5 wounds. I ended up fleeing the combat after an impact hit killed a centigor but it didn't move the rest of the game.

Centigors
They crippled the Steam Tank and got charged by Luthor huss and his spearmen. They held two combats and then other units came in to join the fight. Ghorros is awesome and he killed Luthor Huss in a challenge which resulted in the unit breaking. 8 strength 5 attacks plus Ghorros's 4 strength 5 attacks that become D3 wounds worked out great every time.
I rolled "Hang over from Hell" on them... -1 M and reroll primal fury tests.

Gors
The trees really canalized my troops and one unit of gors didn't do anything. They didn't lose anyone and captured a table quarter at the end... But nothing else really.
The other Gors broke through two detachments to stop at the bottom of the hill... and were summarily blasted by a grape shot. One guy lived at the end, plus the Bray Shaman.

Beastigors
These guys were great. The 4+ armor save worked well vs the spearmen and their great weapons really took a toll after primal fury. The rule that lets them automatically capture standards was cool too. They did lose most of the back rank though by the end of the battle. I'd recommend these guys.

Wargor General
He had several attacks which really pushed the combat in my favor. He charged out of the unit of gors which was stuck and into Luthor Huss's unit to support the centigors and the razorgor at this point. He was really good for the 95 points I spent on him.

Bray Shaman
I didn't get any spells off... I got the 1st and the 5th spell on the Shadow list. They are movement spells which did nothing really. Steed of Shadows would have flown a wargor into a cannon though, that would have been awesome. The chalice really helped, it kept ALL of his cannons from firing the turn I used it.

Wargor BSB
This guy had 5 attacks and a 3+ Armor Save... He was awesome. He carved through units and really beat up the spearmen that he fought along with the beastigors. He was 145 points at the end of it... not too bad. The gifts I used on him really set him up well.

Razorgor
I REALLY like this guy. 55 points for a really great flanker. He doesn't break ranks but he fought against both spearmen groups and killed a detachment by himself. I really recommend taking a few of these guys.

Ungor Raiders
I guess I was expecting skink skirmishers with these guys... they move just as fast as my units do (not 6 compared to saurus 4) and they got in the way more than anything. They did absorb some shots but nothing earth breaking. Their notable event was when a cannon ball landed directly on one of them and stuck! He was killed instantly unfortunately...

Ultimately, the gors are solid troops against empire but saurus would wiped the floor with them. Toughness 4 is cool but 0 armor is baaaaad... strength three is hard to get used to as well. 4 WS was a good change though. Movement 5 is cool too.

The centigors were awesome. I REALLY like Ghorros, he was the man... well, Beastman. He fought a really long, dramatic duel with Luthor Huss and ended up killing him with a single blow from mansmasher which did 3 wounds to him. He also has some cool rules.
Normall I don't like named characters, but he's a good one. Lizardmen characters just cost soooo much, this guy's 155 points. Sweet.

The Brayshaman didn't do much... maybe it was because he had 3 PD and I had 4 PD with two movement spells that cost 5+ and 11+... I dunno. Could've spent the points elsewhere. Perhaps giving him lore of the Wild with vile tide and the Hagtree fetish (reroll failed to would rolls in the magic phase).

I think I'll always take at least one razorgor.

The rare choices were cool... I'll try one at 1500 points I think. The Jabberslythe looks cool. A big flying monster?? Either that or a Ghorgon.


Anyway, sorry for the long post. Let me know what you guys think.l
 
i waas thinking about getting maybe about 500 points of beast men, just because i would like to paint them, maybe 2 units of 5 archer ungor raiders a block of 20 war gors and then 10 bestigors, that all comes in the battalion that they are bringing out soon(no minotaurs? :rage: ) and a bray shaman and perhaps convert a gor into a war gor I dont have a clue how muthch all or this would cost but i mainly want a different army to paint it'll probably cost me about £70, not bad for a new army :D
 
For your Wargor I'd try to buy a $12 sprue of the beastigor champion. He looks pretty sick and should come with a hand weapon and is holding a head by the hair in his other hand. You can convert the standard to be coming up from his back like a Samarai which would make him a sweet bsb. Also, you could cut off the head in his hand and use 3-4 thin metal wires to make a whip to use him as Khazrak for bigger battles.

Here's the link to the sprue I'm talking about.
http://bitzbarn.com/oscommerce/catalog/popup_image.php?pID=4540

I think all that comes with that one sprue.

Or you could just use the one you're getting in the battalion. I think 11 Beastigors + a Wargor is the way to go... which is awkward when they come in groups of 10...

If you're getting them to paint, Centigors I think look awesome and should be really cool to paint. The metal ones are kind of expensive and they are metal. I think I'd rather get a box of marauders and two boxes of beastigors to make a group of 5 centigors (beastigor torsos with marauder horse legs) and 12 beastigors. But, I'm not sure how that would look... the metal models look great and the Ghorros model looks awesome. I just don't like metal...

Once you get above 1000 points I'd try Centigors out, with the Ghorros upgrade. They were rock hard in my game and easily made their points back. I wouldn't bother giving them great weapons though... they count as cavalry so they only get +1 strength. They usually strike last anyway but I dunno, spear and shield are good in my book. That gives them a 4+ armor save!
 
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